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Sebastien Lagarde d69fdafe HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 6 年前
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ShaderPass Merge pull request #1511 from Unity-Technologies/Fix-for-shader-include-paths 6 年前
Lit.cs HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 6 年前
Lit.cs.hlsl HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 6 年前
Lit.cs.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
Lit.cs.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
Lit.hlsl HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 6 年前
Lit.hlsl.meta HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
Lit.shader various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor 6 年前
Lit.shader.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
LitBuiltinData.hlsl Add normal buffer to directional shadow and forwar 6 年前
LitBuiltinData.hlsl.meta Emissive color: add support for uv mapping selection 7 年前
LitData.hlsl Add support of Texture filtering (seems to not work yet) 6 年前
LitData.hlsl.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
LitDataDisplacement.hlsl Run code formatter. 6 年前
LitDataDisplacement.hlsl.meta HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
LitDataIndividualLayer.hlsl Fix up layered lit materials with a subsurface mask map 7 年前
LitDataIndividualLayer.hlsl.meta HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
LitDataMeshModification.hlsl Fix issue with tessellation and shadow 7 年前
LitDataMeshModification.hlsl.meta HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
LitProperties.hlsl Replace EmissiveIntesnity by EmissveColor HDR 6 年前
LitProperties.hlsl.meta HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team) 8 年前
LitReference.hlsl Use ClampNdotV() everywhere except where vector addition/subtraction is involved 7 年前
LitReference.hlsl.meta HDRenderPipeline: Split reference code of lit shaders to increase readability 7 年前
LitTessellation.shader various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor 6 年前
LitTessellation.shader.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
ShaderPass.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前