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