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Filip Iliescu dda281fd Merge branch 'master' into classicDeferredMobile 8 年前
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API merged master 8 年前
Shadow Merge branch 'master' into classicDeferredMobile 8 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Remove a bad numerical fit for DiffuseSphereLightIrradiance() 8 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BSDF.hlsl Address the remaining PR feedback 8 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions 8 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl Fix PS4 compile issues with BFE 8 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl HDRenderPipeline: Fix EOL and shader compil issue for AO 8 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl Fixed missing gamma handling of RGBM encoded lightmaps. 8 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Fibonacci.hlsl Add more Fibonacci numbers 8 年前
Fibonacci.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
Filtering.hlsl HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Filtering.hlsl.meta Very minimal loop done, display red shader 8 年前
GeometricTools.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
GeometricTools.hlsl.meta First set of files 8 年前
Hammersley.hlsl Refactor sampling methods 8 年前
Hammersley.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
ImageBasedLighting.hlsl Optimize MipmapLevelToPerceptualRoughness() 8 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
NormalSurfaceGradient.hlsl HDRenderPipeline: Add test scene 8 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl Fix PS4 compile issues with BFE 8 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl Fix POM tiling issues (height, shadows) 8 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
QuaternionMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
QuaternionMath.hlsl.meta First set of files 8 年前
SHMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
SHMath.hlsl.meta First set of files 8 年前
SampleUVMapping.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SampleUVMapping.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingInternal.hlsl HDRenderPipeline: Add support for BC5 normal map 8 年前
SampleUVMappingInternal.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingNormalInternal.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SampleUVMappingNormalInternal.hlsl.meta Add LW SRP into material graph 7 年前
Sampling.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Sampling.hlsl.meta First set of files 8 年前
Shadow.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl HDRenderPipeline: Revert a small change about DebugViewMaterialGBuffer.shader 8 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前