bevy/crates/bevy_pbr/src/render
Patrick Walton d51dee627f
Update the prepass for the bindless lightmap changes. (#16855)
The PR for bindless lightmaps didn't update
`material_bind_group_slot` to be
`material_and_lightmap_bind_group_slot`.
2024-12-17 19:21:12 +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 Make indirect drawing opt-out instead of opt-in, enabling multidraw by default. (#16757) 2024-12-13 06:16:57 +00:00
light.rs 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_bindings.rs Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
mesh_bindings.wgsl
mesh_functions.wgsl Fix meshlet vertex attribute interpolation (#13775) 2024-06-10 20:18:43 +00:00
mesh_preprocess.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
mesh_types.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
mesh_view_bindings.rs Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286) 2024-12-04 17:34:36 +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 Change GpuImage::size from UVec2 to Extent3d (#16815) 2024-12-17 19:08:09 +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 Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
pbr_ambient.wgsl
pbr_bindings.wgsl Make StandardMaterial bindless. (#16644) 2024-12-10 17:48:56 +00:00
pbr_fragment.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
pbr_functions.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_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 Normalise matrix naming (#13489) 2024-06-03 16:56:53 +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 Fix OIT shaders error with DX12 backend (#15782) 2024-10-10 14:17:09 +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