1、关于ShaderLab中内置的Matrix
2、Matrix说明
A、Stages of Vertex Transformation
B、The different Coordinate Systems in OpenGL
There are multiple coordinate Systems involved in 3D Graphics:
- Object Space
- World Space (aka Model Space)
- Camera Space (aka Eye Space or View Space)
- Screen Space (aka Clip Space)
So, what’s the difference between them?
Object Space
This is the local coordinate System of your Geometrical Objects. Imagine a Cube which consists of 8 vertices:

本文介绍了Unity ShaderLab中涉及的坐标变换矩阵,包括对象空间、世界空间、摄像机空间(视图空间)和屏幕空间的概念。通过矩阵乘法解释了如何将几何对象从一个坐标系转换到另一个,以及透视和正交投影的区别。
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