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Evgenii Golubev 40cfe5f3 Reintroduce EvaluateBSDF_Area() 7 年前
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ClusteredUtils.hlsl Refactor math constant defines 7 年前
ClusteredUtils.hlsl.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
Deferred.compute Global rename 7 年前
Deferred.compute.meta reintroduced compute shader version of light evaluation code 8 年前
DeferredDirectionalShadow.compute Global rename 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
Shadow.hlsl Global rename 7 年前
Shadow.hlsl.meta Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
ShadowContext.hlsl Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
ShadowContext.hlsl.meta Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
SortingComputeUtils.hlsl Refactor math constant defines 7 年前
SortingComputeUtils.hlsl.meta HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
TilePass.cs Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap 7 年前
TilePass.cs.hlsl HDRenderPipeline: Refactor LightLoop glue code 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 HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent 7 年前
TilePass.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
TilePassLoop.hlsl Reintroduce EvaluateBSDF_Area() 7 年前
TilePassLoop.hlsl.meta HDRenderLoop: Merge FPTL - start light application 8 年前
builddispatchindirect.compute Correctly support light classification with precomputed lighting 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 Merge pull request #594 from EvgeniiG/master 7 年前
lightlistbuild-bigtile.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild-clustered.compute Merge pull request #594 from EvgeniiG/master 7 年前
lightlistbuild-clustered.compute.meta HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..) 8 年前
lightlistbuild.compute Change shader include paths to take advantage of Core being an include path now 7 年前
lightlistbuild.compute.meta HDRenderLoop: Intermediate state 8 年前
materialflags.compute Global rename 7 年前
materialflags.compute.meta Moved material classification to separate pass 8 年前
scrbound.compute Merge pull request #594 from EvgeniiG/master 7 年前
scrbound.compute.meta HDRenderLoop: Intermediate state 8 年前