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								build_indirect_params.wgsl 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								clustered_forward.wgsl 
							
						
					 
				 
				
					
						
							
							Implement basic clustered decal projectors. ( #17315 ) 
						
					 
				 
				2025-01-26 20:13:39 +00:00  
		
			
			
			
			
				
					
						
							
								fog.rs 
							
						
					 
				 
				
					
						
							
							Rename rendering components for improved consistency and clarity ( #15035 ) 
						
					 
				 
				2024-09-10 01:11:46 +00:00  
		
			
			
			
			
				
					
						
							
								fog.wgsl 
							
						
					 
				 
				
					
						
							
							update shader imports ( #10180 ) 
						
					 
				 
				2023-10-21 11:51:58 +00:00  
		
			
			
			
			
				
					
						
							
								forward_io.wgsl 
							
						
					 
				 
				
					
						
							
							Add UV channel selection to StandardMaterial ( #13200 ) 
						
					 
				 
				2024-05-13 18:23:09 +00:00  
		
			
			
			
			
				
					
						
							
								gpu_preprocess.rs 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								light.rs 
							
						
					 
				 
				
					
						
							
							Move hashbrown and foldhash out of bevy_utils ( #17460 ) 
						
					 
				 
				2025-01-23 16:46:08 +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.wgsl 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								mesh_types.wgsl 
							
						
					 
				 
				
					
						
							
							Implement bindless lightmaps. ( #16653 ) 
						
					 
				 
				2024-12-16 23:37:06 +00:00  
		
			
			
			
			
				
					
						
							
								mesh_view_bindings.rs 
							
						
					 
				 
				
					
						
							
							Implement basic clustered decal projectors. ( #17315 ) 
						
					 
				 
				2025-01-26 20:13:39 +00:00  
		
			
			
			
			
				
					
						
							
								mesh_view_bindings.wgsl 
							
						
					 
				 
				
					
						
							
							Implement basic clustered decal projectors. ( #17315 ) 
						
					 
				 
				2025-01-26 20:13:39 +00:00  
		
			
			
			
			
				
					
						
							
								mesh_view_types.wgsl 
							
						
					 
				 
				
					
						
							
							Implement basic clustered decal projectors. ( #17315 ) 
						
					 
				 
				2025-01-26 20:13:39 +00:00  
		
			
			
			
			
				
					
						
							
								mesh.rs 
							
						
					 
				 
				
					
						
							
							Disable clustered decals on Metal. ( #17554 ) 
						
					 
				 
				2025-01-27 05:39:07 +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  
		
			
			
			
			
				
					
						
							
								occlusion_culling.wgsl 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								parallax_mapping.wgsl 
							
						
					 
				 
				
					
						
							
							Fix meshlet shaders for bindless mode. ( #16825 ) 
						
					 
				 
				2024-12-24 02:39:18 +00:00  
		
			
			
			
			
				
					
						
							
								pbr_ambient.wgsl 
							
						
					 
				 
				
					
						
							
							Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights ( #10182 ) 
						
					 
				 
				2023-10-23 03:26:20 +00:00  
		
			
			
			
			
				
					
						
							
								pbr_bindings.wgsl 
							
						
					 
				 
				
					
						
							
							Add support for specular tints and maps per the KHR_materials_specular glTF extension. ( #14069 ) 
						
					 
				 
				2025-01-26 20:38:46 +00:00  
		
			
			
			
			
				
					
						
							
								pbr_fragment.wgsl 
							
						
					 
				 
				
					
						
							
							Add support for specular tints and maps per the KHR_materials_specular glTF extension. ( #14069 ) 
						
					 
				 
				2025-01-26 20:38:46 +00:00  
		
			
			
			
			
				
					
						
							
								pbr_functions.wgsl 
							
						
					 
				 
				
					
						
							
							Add support for specular tints and maps per the KHR_materials_specular glTF extension. ( #14069 ) 
						
					 
				 
				2025-01-26 20:38:46 +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 
							
						
					 
				 
				
					
						
							
							Add support for specular tints and maps per the KHR_materials_specular glTF extension. ( #14069 ) 
						
					 
				 
				2025-01-26 20:38:46 +00:00  
		
			
			
			
			
				
					
						
							
								pbr.wgsl 
							
						
					 
				 
				
					
						
							
							Implement basic clustered decal projectors. ( #17315 ) 
						
					 
				 
				2025-01-26 20:13:39 +00:00  
		
			
			
			
			
				
					
						
							
								reset_indirect_batch_sets.wgsl 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								rgb9e5.wgsl 
							
						
					 
				 
				
					
						
							
							Deferred Renderer ( #9258 ) 
						
					 
				 
				2023-10-12 22:10:38 +00:00  
		
			
			
			
			
				
					
						
							
								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 
							
						
					 
				 
				
					
						
							
							Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 ) 
						
					 
				 
				2025-01-27 05:02:46 +00:00  
		
			
			
			
			
				
					
						
							
								wireframe.wgsl 
							
						
					 
				 
				
					
						
							
							Swap material and mesh bind groups ( #10485 ) 
						
					 
				 
				2023-11-28 22:26:22 +00:00