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目录树:
d967a950
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/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
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/LW-BakedIndirect
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/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
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/lwrp-xr-tim-hacks
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/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
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/Documentation
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ScriptableRenderPipeline
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Assets
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ScriptableRenderLoop
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fptl
文件历史
Julien Ignace
81caf93b
Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too)
8 年前
..
ClusteredUtils.h
support both left and right hand camera space in shaderland (think we'll match cpp side by default)
8 年前
ClusteredUtils.h.meta
Add support for directional light
8 年前
FinalPass.shader
tabs -> spaces
8 年前
FinalPass.shader.meta
More work
8 年前
FptlLighting.cs
Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too)
8 年前
FptlLighting.cs.meta
throwing in fptl project
8 年前
Internal-DeferredComputeShading.compute
HDRenderPipeline: Add object scale
8 年前
Internal-DeferredComputeShading.compute.meta
Support for compute shader evaluation of lights (single pass only so far)
8 年前
Internal-DeferredReflections.shader
increase precision to full floats for _CameraDepthTexture
8 年前
Internal-DeferredReflections.shader.meta
throwing in fptl project
8 年前
Internal-DeferredShading.shader
increase precision to full floats for _CameraDepthTexture
8 年前
Internal-DeferredShading.shader.meta
throwing in fptl project
8 年前
LightBoundsDebug.shader
Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side.
8 年前
LightBoundsDebug.shader.meta
Debug code for visualizing light bounds
8 年前
LightDefinitions.cs
[refactor namespace]
8 年前
LightDefinitions.cs.hlsl
HDRenderLoop: Add velocity shader pass
8 年前
LightDefinitions.cs.hlsl.meta
Add support for directional light
8 年前
LightDefinitions.cs.meta
throwing in fptl project
8 年前
LightingConvexHullUtils.hlsl
updating a comment
8 年前
LightingConvexHullUtils.hlsl.meta
added include guards to hlsl codegen
8 年前
LightingTemplate.hlsl
prepare for platforms with compute but no texCubeArray
8 年前
LightingTemplate.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
LightingUtils.hlsl
HDRenderLoop: FPTL merge - Enable bigtile, need to fix cluster
8 年前
LightingUtils.hlsl.meta
Merge remote-tracking branch 'origin/master'
8 年前
ReflectionTemplate.hlsl
prepare for platforms with compute but no texCubeArray
8 年前
ReflectionTemplate.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
RegularForwardLightingTemplate.hlsl
added shader and script side for conventional forward
8 年前
RegularForwardLightingTemplate.hlsl.meta
HDRenderLoop: Add area light code (not working)
8 年前
RegularForwardLightingUtils.hlsl
switch some structured buffers to regular buffers
8 年前
RegularForwardLightingUtils.hlsl.meta
HDRenderLoop: Add area light code (not working)
8 年前
RegularForwardReflectionTemplate.hlsl
added shader and script side for conventional forward
8 年前
RegularForwardReflectionTemplate.hlsl.meta
HDRenderLoop: Add area light code (not working)
8 年前
SortingComputeUtils.hlsl
separate out sort routines
8 年前
SortingComputeUtils.hlsl.meta
HDRenderLoop: Fix compil error
8 年前
StandardTest.shader
Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side.
8 年前
StandardTest.shader.meta
HDRenderLoop; start support of reflection probe
8 年前
TiledLightingTemplate.hlsl
revert duplicates and globals declarations
8 年前
TiledLightingTemplate.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
TiledLightingUtils.hlsl
apparently we don't support uniforms in #ifdef in compute with multiple kernels
8 年前
TiledLightingUtils.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
TiledReflectionTemplate.hlsl
added shader and script side for conventional forward
8 年前
TiledReflectionTemplate.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
UnityStandardForwardNew.cginc
enable gi in fwd shader (already enabled in deferred)
8 年前
UnityStandardForwardNew.cginc.meta
HDRenderLoop; start support of reflection probe
8 年前
lightlistbuild-bigtile.compute
Merge branch 'master' into metal
8 年前
lightlistbuild-bigtile.compute.meta
added include guards to hlsl codegen
8 年前
lightlistbuild-clustered.compute
decided to go with 128 for clustered (since it's less confined in range)
8 年前
lightlistbuild-clustered.compute.meta
Add a test scene for HDRenderLoop
8 年前
lightlistbuild.compute
misc bug fixes
8 年前
lightlistbuild.compute.meta
throwing in fptl project
8 年前
renderloopfptl.asset
apparently we don't support uniforms in #ifdef in compute with multiple kernels
8 年前
renderloopfptl.asset.meta
throwing in fptl project
8 年前
scrbound.compute
support both left and right hand camera space in shaderland (think we'll match cpp side by default)
8 年前
scrbound.compute.meta
throwing in fptl project
8 年前