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目录树:
dd2b93cd
/main
/scriptablerenderloop-materialgraph
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/vr_sandbox
/Branch_Batching2
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/fptl_cleanup
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/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
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/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
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
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/StackLit2
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2018.1.0f2
SRP_0.1.25
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ScriptableRenderPipeline
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Tests
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GraphicsTests
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RenderPipeline
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LightweightPipeline
/
Scenes
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026_Shader_PBRscene
/
Substances
文件历史
Andre McGrail
dd73696d
Fixed Substance load behaviour for test 026
7 年前
..
CeramicTiles.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
CeramicTiles.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
CeramicTiles.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
CeramicTiles.sbsar.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Challenge-Brick.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
Challenge-Brick.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Challenge-Brick.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Challenge-Brick.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
Hole_mesh.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
Hole_mesh.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Hole_mesh.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Hole_mesh.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
IndustrialGlass.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
IndustrialGlass.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
IndustrialGlass.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
IndustrialGlass.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
PW_WoodLog.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
PW_WoodLog.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
PW_WoodLog.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
PW_WoodLog.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
Pyramids Wall - v01.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
Pyramids Wall - v01.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Pyramids Wall - v01.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Pyramids Wall - v01.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
Roofing.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
Roofing.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Roofing.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
Roofing.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
ShoreRockSand.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
ShoreRockSand.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
ShoreRockSand.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
ShoreRockSand.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
bark.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
bark.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
bark.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
bark.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
herringbone_brick_floor.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
herringbone_brick_floor.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
herringbone_brick_floor.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
herringbone_brick_floor.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
metal_aluminium_directional.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
metal_aluminium_directional.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
metal_aluminium_directional.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
metal_aluminium_directional.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
metal_brushed_copper.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
metal_brushed_copper.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
metal_brushed_copper.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
metal_brushed_copper.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
red_paint.mat
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
red_paint.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
red_paint.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
red_paint.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前
rocks_dirt_ground.mat
Added Occlusion keyword. Updated materials. More refactor on the shader.
7 年前
rocks_dirt_ground.mat.meta
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
rocks_dirt_ground.sbsar
Added PBR material test scene, has a wide variety of different surfaces. Template image created in legacy pipe, may never pass as the shadows will always be out..
7 年前
rocks_dirt_ground.sbsar.meta
Fixed Substance load behaviour for test 026
7 年前