..
build_indirect_params.wgsl
Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. ( #17211 )
2025-01-14 21:19:20 +00:00
clustered_forward.wgsl
Cluster light probes using conservative spherical bounds. ( #13746 )
2024-12-05 13:07:10 +00:00
fog.rs
Rename rendering components for improved consistency and clarity ( #15035 )
2024-09-10 01:11:46 +00:00
fog.wgsl
forward_io.wgsl
Add UV channel selection to StandardMaterial ( #13200 )
2024-05-13 18:23:09 +00:00
gpu_preprocess.rs
Move Resource trait to its own file ( #17469 )
2025-01-21 19:47:08 +00:00
light.rs
Support non-Vec data structures in relations ( #17447 )
2025-01-20 21:26:08 +00:00
mesh_bindings.rs
Allow clippy::too_many_arguments to lint without warnings ( #17249 )
2025-01-09 07:26:15 +00:00
mesh_bindings.wgsl
Fix meshlet shaders for bindless mode. ( #16825 )
2024-12-24 02:39:18 +00:00
mesh_functions.wgsl
Fix meshlet shaders for bindless mode. ( #16825 )
2024-12-24 02:39:18 +00:00
mesh_preprocess_types.wgsl
Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. ( #17211 )
2025-01-14 21:19:20 +00:00
mesh_preprocess.wgsl
Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. ( #17211 )
2025-01-14 21:19:20 +00:00
mesh_types.wgsl
Implement bindless lightmaps. ( #16653 )
2024-12-16 23:37:06 +00:00
mesh_view_bindings.rs
Move Resource trait to its own file ( #17469 )
2025-01-21 19:47:08 +00:00
mesh_view_bindings.wgsl
Fix WGSL formatting inconsistency on mesh_view_binding ( #16202 )
2024-11-04 15:32:38 +00:00
mesh_view_types.wgsl
Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. ( #16761 )
2024-12-16 23:48:33 +00:00
mesh.rs
Only include distance fog in the PBR shader if the view uses it. ( #17495 )
2025-01-23 05:24:54 +00:00
mesh.wgsl
Batch skinned meshes on platforms where storage buffers are available. ( #16599 )
2024-12-10 17:50:03 +00:00
mod.rs
Batch skinned meshes on platforms where storage buffers are available. ( #16599 )
2024-12-10 17:50:03 +00:00
morph.rs
Type safe retained render world ( #15756 )
2024-10-10 18:47:04 +00:00
morph.wgsl
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. ( #13572 )
2024-05-31 17:02:28 +00:00
parallax_mapping.wgsl
Fix meshlet shaders for bindless mode. ( #16825 )
2024-12-24 02:39:18 +00:00
pbr_ambient.wgsl
pbr_bindings.wgsl
Make StandardMaterial bindless. ( #16644 )
2024-12-10 17:48:56 +00:00
pbr_fragment.wgsl
Fix non-meshlet shaders for non-bindless mode ( #16966 )
2024-12-26 18:00:21 +00:00
pbr_functions.wgsl
Only include distance fog in the PBR shader if the view uses it. ( #17495 )
2025-01-23 05:24:54 +00:00
pbr_lighting.wgsl
Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. ( #16761 )
2024-12-16 23:48:33 +00:00
pbr_prepass_functions.wgsl
Implement bindless lightmaps. ( #16653 )
2024-12-16 23:37:06 +00:00
pbr_prepass.wgsl
Update the prepass for the bindless lightmap changes. ( #16855 )
2024-12-17 19:21:12 +00:00
pbr_transmission.wgsl
Update typos ( #17126 )
2025-01-03 17:44:26 +00:00
pbr_types.wgsl
Revert "Make FOG_ENABLED a shader_def instead of material flag ( #13783 )" ( #13803 )
2024-06-10 23:25:16 +00:00
pbr.wgsl
Forward decals (port of bevy_contact_projective_decals) ( #16600 )
2025-01-15 02:31:30 +00:00
rgb9e5.wgsl
shadow_sampling.wgsl
Place percentage-closer soft shadows behind a feature gate to save on samplers. ( #16068 )
2024-10-24 21:16:00 +00:00
shadows.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
skin.rs
Batch skinned meshes on platforms where storage buffers are available. ( #16599 )
2024-12-10 17:50:03 +00:00
skinning.wgsl
Batch skinned meshes on platforms where storage buffers are available. ( #16599 )
2024-12-10 17:50:03 +00:00
utils.wgsl
Per-meshlet compressed vertex data ( #15643 )
2024-10-08 18:42:55 +00:00
view_transformations.wgsl
Normalise matrix naming ( #13489 )
2024-06-03 16:56:53 +00:00
wireframe.wgsl