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Frédéric Vauchelles 0cf502ba Merge branch 'master' into feature/PlanarReflection 7 年前
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API Fix INTRINSIC_CUBEMAP_FACE_ID 7 年前
Sampling Merge pull request #705 from Unity-Technologies/Convert-shaderLibrary-to-half-float-support 7 年前
Shadow Fix INTRINSIC_CUBEMAP_FACE_ID 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Make the Shader Library less real 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BC6H.hlsl Don't convert BC6H encoding file 7 年前
BC6H.hlsl.meta (wip) Added BC6H fast encode 7 年前
BSDF.hlsl Make the Shader Library less real 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl Update the G-Buffer layout 7 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl Merge branch 'master' into feature/PlanarReflection 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Add more comments 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Correct based on various feedback 7 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl ShaderLibrary, change REAL to real 7 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl Fix various issue, remove previous code 7 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl lightmap sample functions should return real. Fixed f on constants and DLDR typo. 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Filtering.hlsl Make the code less Italian by removing issues caused by copy-pasta 7 年前
Filtering.hlsl.meta Move some files 7 年前
GeometricTools.hlsl Replace FastMulBySignOf() with CopySign() 7 年前
GeometricTools.hlsl.meta First set of files 8 年前
ImageBasedLighting.hlsl Avoid explicitly using `roughness` in the IBL code 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
Macros.hlsl Update TEMPLATE_X_REAL macro to use FLT and HALF 7 年前
Macros.hlsl.meta HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
NormalSurfaceGradient.hlsl ShaderLibrary, change REAL to real 7 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl Update comment + rename packUint to PackInt function 7 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl ShaderLibrary, change REAL to real 7 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
Random.hlsl Manually re-applied and fixed screen space shadow code after big merge of master that moved every files. 7 年前
Random.hlsl.meta Add LW SRP into material graph 7 年前
Refraction.hlsl update refraction to use float3 for position 7 年前
Refraction.hlsl.meta Refactored refraction code with cubemap support 7 年前
Sampling.meta ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
Shadow.meta Add LW SRP into material graph 7 年前
SpaceFillingCurves.hlsl Dispatch the SSS CS in 4x swizzled 16x16 groups per a 32x32 macrotile 7 年前
SpaceFillingCurves.hlsl.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl Fix compilation issue with instancing and tessellation 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
UnityInstancing.hlsl Add instancing property view mode 7 年前
UnityInstancing.hlsl.meta Bring over Instancing support to HDRP shaders. 7 年前
VolumeRendering.hlsl Add more phase functions 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl Make the Shader Library less real 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前