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Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
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Resources Convert absolute paths to relative paths in shader includes 7 年前
Resources.meta Add LW SRP into material graph 7 年前
Shadow.hlsl Update #includes of ShaderLibrary to new path 7 年前
Shadow.hlsl.meta Add LW SRP into material graph 7 年前
ShadowAlgorithms.hlsl Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
ShadowAlgorithms.hlsl.meta Add LW SRP into material graph 7 年前
ShadowAlgorithmsCustom.hlsl Fixed normal bias leading to light leaking with point shadows. 7 年前
ShadowAlgorithmsCustom.hlsl.meta Add LW SRP into material graph 7 年前
ShadowMoments.hlsl Fixed light leak bias for moment calculations. 7 年前
ShadowMoments.hlsl.meta Add LW SRP into material graph 7 年前
ShadowSampling.hlsl Fixed biasing in the wrong direction for MSMs. 7 年前
ShadowSampling.hlsl.meta Add LW SRP into material graph 7 年前
ShadowTexFetch.hlsl Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch. 7 年前
ShadowTexFetch.hlsl.meta Add LW SRP into material graph 7 年前