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Julien Ignace 5be133ab Changed default PCF for HDRP for directional to Tent_5x5 and punctual lights to 9Tap 7 年前
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ClusteredUtils.hlsl minor clean up for some clustered utility functions 7 年前
ClusteredUtils.hlsl.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
Deferred.compute Added missing usage of HasMaterialFeatureFlag 7 年前
Deferred.compute.meta reintroduced compute shader version of light evaluation code 8 年前
DeferredDirectionalShadow.compute Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
DeferredDirectionalShadow.compute.meta Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
LightingConvexHullUtils.hlsl minor clean up 7 年前
LightingConvexHullUtils.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
ShaderBase.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
ShaderBase.hlsl.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
ShadowContext.hlsl Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated. 8 年前
ShadowContext.hlsl.meta Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
ShadowDispatch.hlsl Changed default PCF for HDRP for directional to Tent_5x5 and punctual lights to 9Tap 7 年前
ShadowDispatch.hlsl.meta Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
SortingComputeUtils.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SortingComputeUtils.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
TilePass.cs Fix light culling while rendering reflection probes 7 年前
TilePass.cs.hlsl First draft for aniso as materialId 7 年前
TilePass.cs.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
TilePass.cs.meta HDRenderLoop: Push starter that doesn't compile 8 年前
TilePass.hlsl Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders) 7 年前
TilePass.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
TilePassLoop.hlsl Add multi bounce approximation on SSAO (Colored AO) 7 年前
TilePassLoop.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
builddispatchindirect.compute Clean and comment some code 7 年前
builddispatchindirect.compute.meta Moved material classification to separate pass 8 年前
cleardispatchindirect.compute Fixed UI for Tile Debug Modes 8 年前
cleardispatchindirect.compute.meta Fixed UI for Tile Debug Modes 8 年前
lightlistbuild-bigtile.compute Update #includes of ShaderLibrary to new path 7 年前
lightlistbuild-bigtile.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild-clustered.compute minor clean up 7 年前
lightlistbuild-clustered.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild.compute Update #includes of ShaderLibrary to new path 7 年前
lightlistbuild.compute.meta HDRenderLoop: Intermediate state 8 年前
materialflags.compute Update #includes of ShaderLibrary to new path 7 年前
materialflags.compute.meta Moved material classification to separate pass 8 年前
scrbound.compute minor clean up 7 年前
scrbound.compute.meta HDRenderLoop: Intermediate state 8 年前