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clustered_forward.wgsl
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Cluster light probes using conservative spherical bounds. (#13746)
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2024-12-05 13:07:10 +00:00 |
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fog.rs
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Rename rendering components for improved consistency and clarity (#15035)
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2024-09-10 01:11:46 +00:00 |
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fog.wgsl
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update shader imports (#10180)
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2023-10-21 11:51:58 +00:00 |
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forward_io.wgsl
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Add UV channel selection to StandardMaterial (#13200)
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2024-05-13 18:23:09 +00:00 |
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gpu_preprocess.rs
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Allow holes in the MeshInputUniform buffer. (#16695)
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2024-12-09 02:11:27 +00:00 |
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light.rs
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Rename trigger.entity() to trigger.target() (#16716)
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2024-12-08 21:55:09 +00:00 |
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mesh_bindings.rs
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Document why MAX_JOINTS and MAX_MORPH_WEIGHTS are set (#16324)
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2024-12-10 02:03:51 +00:00 |
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mesh_bindings.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |
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mesh_functions.wgsl
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Fix meshlet vertex attribute interpolation (#13775)
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2024-06-10 20:18:43 +00:00 |
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mesh_preprocess.wgsl
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Add a bindless mode to AsBindGroup. (#16368)
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2024-12-03 18:00:34 +00:00 |
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mesh_types.wgsl
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Add a bindless mode to AsBindGroup. (#16368)
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2024-12-03 18:00:34 +00:00 |
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mesh_view_bindings.rs
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Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286)
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2024-12-04 17:34:36 +00:00 |
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mesh_view_bindings.wgsl
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Fix WGSL formatting inconsistency on mesh_view_binding (#16202)
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2024-11-04 15:32:38 +00:00 |
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mesh_view_types.wgsl
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Cluster light probes using conservative spherical bounds. (#13746)
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2024-12-05 13:07:10 +00:00 |
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mesh.rs
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Allow holes in the MeshInputUniform buffer. (#16695)
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2024-12-09 02:11:27 +00:00 |
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mesh.wgsl
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Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286)
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2024-12-04 17:34:36 +00:00 |
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mod.rs
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
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morph.rs
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Type safe retained render world (#15756)
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2024-10-10 18:47:04 +00:00 |
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morph.wgsl
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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
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2024-05-31 17:02:28 +00:00 |
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parallax_mapping.wgsl
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Fix a few "repeated word" typos (#13955)
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2024-06-20 21:35:20 +00:00 |
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pbr_ambient.wgsl
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Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182)
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2023-10-23 03:26:20 +00:00 |
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pbr_bindings.wgsl
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Added feature switch to default Standard Material's new anisotropy texture to off (#14048)
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2024-07-02 18:02:05 +00:00 |
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pbr_fragment.wgsl
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Added visibility bitmask as an alternative SSAO method (#13454)
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2024-10-02 13:43:35 +00:00 |
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pbr_functions.wgsl
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Cluster light probes using conservative spherical bounds. (#13746)
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2024-12-05 13:07:10 +00:00 |
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pbr_lighting.wgsl
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Rename "point light" to "clusterable object" in cluster contexts. (#13654)
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2024-06-04 11:01:13 +00:00 |
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pbr_prepass_functions.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
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pbr_prepass.wgsl
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Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286)
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2024-12-04 17:34:36 +00:00 |
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pbr_transmission.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
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pbr_types.wgsl
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Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803)
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2024-06-10 23:25:16 +00:00 |
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pbr.wgsl
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Fix OIT shaders error with DX12 backend (#15782)
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2024-10-10 14:17:09 +00:00 |
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rgb9e5.wgsl
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shadow_sampling.wgsl
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Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068)
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2024-10-24 21:16:00 +00:00 |
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shadows.wgsl
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Implement percentage-closer soft shadows (PCSS). (#13497)
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2024-09-18 18:07:17 +00:00 |
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skin.rs
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Document why MAX_JOINTS and MAX_MORPH_WEIGHTS are set (#16324)
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2024-12-10 02:03:51 +00:00 |
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skinning.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
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utils.wgsl
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Per-meshlet compressed vertex data (#15643)
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2024-10-08 18:42:55 +00:00 |
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view_transformations.wgsl
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Normalise matrix naming (#13489)
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2024-06-03 16:56:53 +00:00 |
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wireframe.wgsl
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Swap material and mesh bind groups (#10485)
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2023-11-28 22:26:22 +00:00 |