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目录树:
fd4bf368
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ScriptableRenderPipeline
/
ScriptableRenderPipeline
/
Core
/
ShaderLibrary
文件历史
GitHub
f97428c9
Merge pull request
#703
from EvgeniiG/this_is_the_branch_you_are_looking_for
Add LOAD_TEXTURE3D() and LOAD_TEXTURE3D_LOD()
7 年前
..
API
Merge pull request #703 from EvgeniiG/this_is_the_branch_you_are_looking_for
7 年前
Sampling
Merge pull request #685 from EvgeniiG/master
7 年前
Shadow
Merge branch 'master' into LightweightPipeline
7 年前
API.meta
First set of files
8 年前
AreaLighting.hlsl
Optimize area lights a bit
7 年前
AreaLighting.hlsl.meta
HDRenderLoop: Add area light support, first draft
8 年前
BC6H.hlsl
Merge pull request #614 from Unity-Technologies/feature/realtimeCubemapBC6H
7 年前
BC6H.hlsl.meta
(wip) Added BC6H fast encode
7 年前
BSDF.hlsl
Optimize anisotropic GGX
7 年前
BSDF.hlsl.meta
First set of files
8 年前
Color.hlsl
Added a bunch of useful color functions to Core
7 年前
Color.hlsl.meta
First set of files
8 年前
Common.hlsl
Merge pull request #687 from Unity-Technologies/LightweightPipeline
7 年前
Common.hlsl.meta
First set of files
8 年前
CommonLighting.hlsl
Slightly faster octahedron packing and ViewReflectionNormal
7 年前
CommonLighting.hlsl.meta
Update ShaderLibrary and UnityStandard code
8 年前
CommonMaterial.hlsl
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
7 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
Addressed Evgenii and Richard's comments.
7 年前
EntityLighting.hlsl.meta
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
GeometricTools.hlsl
Set edge tess factors of edges outside the main view to 1
7 年前
GeometricTools.hlsl.meta
First set of files
8 年前
ImageBasedLighting.hlsl
Add a comment
7 年前
ImageBasedLighting.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
Macros.hlsl
Merge branch 'master' into LightweightPipeline
7 年前
Macros.hlsl.meta
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
7 年前
NormalSurfaceGradient.hlsl
Refactor math constant defines
7 年前
NormalSurfaceGradient.hlsl.meta
Add LW SRP into material graph
7 年前
Packing.hlsl
Merge pull request #687 from Unity-Technologies/LightweightPipeline
7 年前
Packing.hlsl.meta
First set of files
8 年前
PerPixelDisplacement.hlsl
Remove maxHeight from the POM code, not needed
7 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
Random.hlsl
Merge branch 'master' into LightweightPipeline
7 年前
Random.hlsl.meta
Add LW SRP into material graph
7 年前
Refraction.hlsl
HDRenderPipeline: Remove unused code
7 年前
Refraction.hlsl.meta
Refactored refraction code with cubemap support
7 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
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
Global rename
7 年前
Tessellation.hlsl.meta
Add LW SRP into material graph
7 年前
VolumeRendering.hlsl
Refactor math constant defines
7 年前
VolumeRendering.hlsl.meta
Add LW SRP into material graph
7 年前
Wind.hlsl
Replace all sampler macros with SAMPLER
7 年前
Wind.hlsl.meta
Add LW SRP into material graph
7 年前