..
build_indirect_params.wgsl
Split out the IndirectParametersMetadata
into CPU-populated and GPU-populated buffers. ( #17863 )
2025-02-18 00:53:44 +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
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
Initialize pre-processing pipelines only when culling is enabled. ( #18759 )
2025-04-09 21:31:29 +00:00
light.rs
Make sure the mesh actually exists before we try to specialize. ( #18836 )
2025-04-14 19:09:02 +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
Helper function for getting inverse model matrix in WGSL shaders ( #10462 )
2025-03-06 16:43:22 +00:00
mesh_preprocess.wgsl
Fix false positive GPU frustum culling ( #17939 )
2025-02-20 05:35:21 +00:00
mesh_types.wgsl
Retain skins from frame to frame. ( #17818 )
2025-02-18 00:56:04 +00:00
mesh_view_bindings.rs
Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2
( #18113 )
2025-03-09 20:14:27 +00:00
mesh_view_bindings.wgsl
Implement basic clustered decal projectors. ( #17315 )
2025-01-26 20:13:39 +00:00
mesh_view_types.wgsl
Revert "Replace Ambient Lights with Environment Map Lights ( #17482 )" ( #18167 )
2025-03-05 23:08:46 +00:00
mesh.rs
Fix the ordering of the systems introduced in #18734 . ( #18825 )
2025-04-14 21:17:48 +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
Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. ( #18613 )
2025-03-31 18:27:40 +00:00
morph.rs
Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. ( #18613 )
2025-03-31 18:27:40 +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
Use global binding arrays for bindless resources. ( #17898 )
2025-02-21 05:55:36 +00:00
pbr_ambient.wgsl
Revert "Replace Ambient Lights with Environment Map Lights ( #17482 )" ( #18167 )
2025-03-05 23:08:46 +00:00
pbr_bindings.wgsl
Make the StandardMaterial
bindless index table have a fixed size regardless of the features that are enabled. ( #18771 )
2025-04-09 20:39:42 +00:00
pbr_fragment.wgsl
Use global binding arrays for bindless resources. ( #17898 )
2025-02-21 05:55:36 +00:00
pbr_functions.wgsl
Fix diffuse transmission for anisotropic materials ( #18610 )
2025-03-30 02:39:10 +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
Fix shader pre-pass compile failure when using AlphaMode::Blend and a Mesh without UVs (0.16.0-rc.2
) ( #18602 )
2025-03-30 01:25:42 +00:00
pbr_prepass.wgsl
Add missing bindless imports in pbr_prepass.wgsl
. ( #18110 )
2025-03-02 09:12:18 +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
Upgrade to wgpu v24 ( #17542 )
2025-02-09 19:40:53 +00:00
shadows.wgsl
Implement percentage-closer soft shadows (PCSS). ( #13497 )
2024-09-18 18:07:17 +00:00
skin.rs
Rename bevy_platform_support to bevy_platform ( #18813 )
2025-04-11 23:13:28 +00:00
skinning.wgsl
Fix motion vector computation after #17688 . ( #17717 )
2025-02-18 09:34:19 +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
Add binned 2d/3d Wireframe render phase ( #18587 )
2025-04-09 21:34:53 +00:00