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原创 Unity Shader Example 17 (Skybox)
cs脚本,挂到Camera上using UnityEngine;using System.Collections;public class Test : MonoBehaviour { public Material skybox; // Will be called after all regular rendering is done //public void O
2016-08-09 18:07:19 935
原创 在Shader修改Depth Value
In the coordinate systems tutorial we said that perspective division is performed after the vertex shader has run, dividing the gl_Position's xyz coordinates by its w component. We also know from
2016-08-08 16:15:08 1482
转载 OpenGL Projection Matrix
来源:http://www.songho.ca/opengl/gl_projectionmatrix.htmlOpenGL Projection MatrixOverviewA computer monitor is a 2D surface. A 3D scene rendered by OpenGL must be projected onto the computer scree
2016-08-08 14:41:24 498
原创 OpenGL 入门资料(适合初学者)
1.中文LearnOpenGL-CN :http://learnopengl-cn.readthedocs.io/zh/latest/2.英文LearnOpenGL : http://learnopengl.com/#!Introduction
2016-08-05 17:53:07 9796
原创 Unity Shader Example 16 (水面反射)
主要参考Standard Asset 的水的镜面反射的思路private static bool s_InsideWater = false; private RenderTexture m_ReflectionTexture; private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Cam
2016-08-04 20:16:58 3579 1
原创 Unity Shader Example 15 (Gerstner Wave)
Shader "Unlit/GerstnerWave"{ Properties { _MainTex ("Texture", 2D) = "black" {} // example 1(1个波的高度y) /* _GAmplitude ("Wave Amplitude", float) = 0.3 _GFrequency ("Wave Frequency", float)
2016-08-04 19:51:08 2003
转载 反射矩阵(reflection matrix)推导
1. 了解 平面方程(Plane Equation) :http://www.cnblogs.com/kesalin/archive/2009/09/09/plane_equation.html2. 设平面为(nx,ny,nz,d),则以此平面为镜面的列主序反射矩阵如下:推导如下:一,平面的表示:如图所示,过点p,法向量为n的平面,可表示
2016-08-02 18:39:53 11853
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