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Peter Bay Bastian 1b46d517 More robust undo/redo by removing and adding nodes 7 年前
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AbstractMaterialGraph.cs More robust undo/redo by removing and adding nodes 7 年前
AbstractMaterialGraph.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
AbstractMaterialGraphAsset.cs Run `hg format` on repository 8 年前
AbstractMaterialGraphAsset.cs.meta Extracted common parts of MaterialGraphAsset, MaterialRemapAsset and MaterialSubGraphAsset into abstract class 8 年前
AbstractShaderProperty.cs remove c#4 features. 7 年前
AbstractShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
ColorShaderProperty.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
ColorShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
FloatShaderProperty.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
FloatShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
IMaterialGraphAsset.cs Run `hg format` on repository 8 年前
IMaterialGraphAsset.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
IShaderProperty.cs Working remap node (wood wood) probably still needs a bunch of love. but something is working :) 7 年前
IShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
MaterialGraph.cs Working remap node (wood wood) probably still needs a bunch of love. but something is working :) 7 年前
MaterialGraph.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
MaterialGraphAsset.cs Run `hg format` on repository 8 年前
MaterialGraphAsset.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
MaterialSlot.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
MaterialSlot.cs.meta [Material Graph]Refactoring graph architecture. 9 年前
Precision.cs [Material Graph] split into runtime vs editor. Create UI delegation to handle node drawing nicely. 9 年前
Precision.cs.meta [shader graph]Data refactor 3 9 年前
PreviewMode.cs [Material Graph] split into runtime vs editor. Create UI delegation to handle node drawing nicely. 9 年前
PreviewMode.cs.meta [shader graph]Data refactor 3 9 年前
PreviewProperty.cs Run `hg format` on repository 8 年前
PreviewProperty.cs.meta [shader graph]Data refactor 3 9 年前
SamplerStateShaderProperty.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
SamplerStateShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
SerializableTexture.cs More refactoring. 7 年前
SerializableTexture.cs.meta Move graph things from Runtime to Editor 7 年前
ShaderGraphRequirements.cs Working lightweight metallic master node. 7 年前
ShaderGraphRequirements.cs.meta Move graph things from Runtime to Editor 7 年前
TextureSamplerState.cs More refactoring. 7 年前
TextureSamplerState.cs.meta Move graph things from Runtime to Editor 7 年前
TextureShaderProperty.cs Remap graph handling for textures. 7 年前
TextureShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
Vector2ShaderProperty.cs Working remap node (wood wood) probably still needs a bunch of love. but something is working :) 7 年前
Vector2ShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
Vector3ShaderProperty.cs Working remap node (wood wood) probably still needs a bunch of love. but something is working :) 7 年前
Vector3ShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
Vector4ShaderProperty.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
Vector4ShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前
VectorShaderProperty.cs [MatGraph]Use generated names for properties so that they do not conflict and are formatted properly. 7 年前
VectorShaderProperty.cs.meta Move graph things from Runtime to Editor 7 年前