Unity Shader杂学乱记
Shader光照信息,GLSL语法,等等,这算是一些杂学吧(系统,知识体系??)
只是突然想记录一下,挺乱的
Unity Shader语法
光照需要从原来的(-1,1)到(0,1)映射,
可以这么写
//shader代码
//计算漫反射
float diff = dot(N,normalize(L));
diff = (diff-down)/(1-down); //将漫反射从(down,1)转换(0,1)
diff = max(0,diff);
取正值,无论操作怎么变化,公式多么复杂,是不可或缺的调料,如:max(0,diff)
光照的正反面,0 == 反面;1 == 正面;所以随你定义
Unity Shader里,并不会有任何提示的语法
//shader语法
#pragma surface surf Standard vertex:vert fullforwardshadows
struct Input{
float2 uv_MainTex;
float4 proj;
float3 worldPos;
};
void vert (inout appdata_full v, out Input i) {
UNITY_INITIALIZE_OUTPUT(Input, i);
i.worldPos = mul(unity_ObjectToWorld, v.vertex);
i.proj = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
COMPUTE_EYEDEPTH(i.proj.z);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
//这句错了,如果写上,并不会有太多(任何一个)的提示,就是白色一片
//half m_depth = LinearEyeDepth(tex2Dproj (_CameraDepthTexture, IN.proj).r);
o.Albedo = fixed3(1.0, 1.0, 0.0);
}