..
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
Weak handle migration ( #17695 )
2025-02-05 22:44:20 +00:00
fog.wgsl
forward_io.wgsl
gpu_preprocess.rs
Weak handle migration ( #17695 )
2025-02-05 22:44:20 +00:00
light.rs
Fix shadow retention by keying off the RetainedViewEntity, not the light's render world entity. ( #17749 )
2025-02-09 05:52:17 +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
Weak handle migration ( #17695 )
2025-02-05 22:44:20 +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
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
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