BearishSun a9d20707e7 Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth il y a 9 ans
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DeferredBasePass.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
DeferredLightPass.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
DeferredPointLightPass.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
GBuffer.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
NormalVertexInput.bslinc.asset a9d20707e7 Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth il y a 9 ans
PPBase.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
PPTonemapCommon.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
PPWhiteBalance.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
PerCameraData.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
PerObjectData.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
ResolveCommon.bslinc.asset 1013d9848e Data folder is now part of the main repository (since code depends on many of the files thing were getting out of sync between the repo and the data archive, so this is a better way of handling it) il y a 9 ans
SkinnedVertexInput.bslinc.asset a9d20707e7 Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth il y a 9 ans
SpriteImage.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans
VolumeRenderBase.bslinc.asset 6f316d48bf Added support for shader technique inheritance il y a 9 ans