Cg Programming/Unity 目录

Contents
1 Preliminaries
2 Tutorials
    2.1 Basics

        2.1.1 Minimal Shader (about shaders, materials, and game objects)
        2.1.2 RGB Cube (about vertex output parameters)
        2.1.3 Debugging of Shaders (about vertex input parameters)
        2.1.4 Shading in World Space (about uniforms)
    2.2 Transparent Surfaces
        2.2.1 Cutaways (about discarding fragments and triangle-face culling)
        2.2.2 Transparency (about blending)
        2.2.3 Order-Independent Transparency (about order-independent blending)
        2.2.4 Silhouette Enhancement (about transforming normal vectors)
    2.3 Basic Lighting
        2.3.1 Diffuse Reflection (about per-vertex diffuse lighting and multiple light sources of different kinds)
        2.3.2 Specular Highlights (about per-vertex lighting)
        2.3.3 Two-Sided Surfaces (about two-sided per-vertex lighting)
        2.3.4 Smooth Specular Highlights (about per-pixel lighting)
        2.3.5 Two-Sided Smooth Surfaces (about two-sided per-pixel lighting)
        2.3.6 Multiple Lights (about for-loops for handling multiple light sources in one shader pass)
    2.4 Basic Texturing
        2.4.1 Textured Spheres (about texturing a sphere)
        2.4.2 Lighting Textured Surfaces (about textures for diffuse lighting)
        2.4.3 Glossy Textures (about gloss mapping)
        2.4.4 Transparent Textures (about using alpha textures for discarding fragments, alpha testing, and blending)
        2.4.5 Layers of Textures (about multitexturing)
    2.5 Textures in 3D
        2.5.1 Lighting of Bumpy Surfaces (about normal mapping)
        2.5.2 Projection of Bumpy Surfaces (about parallax mapping)
        2.5.3 Cookies (about projective texture mapping for shaping light)
        2.5.4 Projectors (about projective texture mapping for projectors)
    2.6 Environment Mapping
        2.6.1 Reflecting Surfaces (about reflection mapping)
        2.6.2 Curved Glass (about refraction mapping)
        2.6.3 Skyboxes (about rendering of environment maps as background)
        2.6.4 Many Light Sources (about image-based lighting)
    2.7 Variations on Lighting
        2.7.1 Brushed Metal (about anisotropic specular reflection)
        2.7.2 Specular Highlights at Silhouettes (about the Fresnel factor for specular reflection)
        2.7.3 Diffuse Reflection of Skylight (about hemisphere lighting)
        2.7.4 Translucent Surfaces (about diffuse and forward-scattered transmission of backlight)
        2.7.5 Translucent Bodies (about diffuse lighting with reduced contrast and transmission of diffuse backlight at silhouettes)
        2.7.6 Soft Shadows of Spheres (about rendering the umbra and penumbra of spheres)
        Toon Shading (about non-photorealistic rendering)
    2.8 Non-Standard Vertex Transformations
        2.8.1 Screen Overlays (about a direct transformation from object space to screen space)
        2.8.2 Billboards (about view-aligned projection of objects)
        2.8.3 Nonlinear Deformations (about vertex blending)
        2.8.4 Shadows on Planes (about projecting shadows onto planes)
        2.8.5 Mirrors (about mirroring objects and stenciling with the alpha buffer)
    2.9 Miscellaneous
        2.9.1 Rotations (about Euler angles and quaternions)
        2.9.2 Projection for Virtual Reality (about off-axis perspective projection)
        2.9.3 Bézier Curves (about quadratic Bézier curves and splines)
        2.9.4 Hermite Curves (about cubic Hermite curves and splines)
        2.9.5 Debugging Shaders with Visual Studio
3 Missing Tutorials
    3.1 Basic Features of Unity

        3.1.1 Fog
        3.1.2 Lightmaps
        3.1.3 Particles
        3.1.4 Halos
        3.1.5 Spherical Harmonic Lighting
        3.1.6 Generate Cube Texture with ReadPixels
    3.2 Features Related to RenderTexture
        3.2.1 Water Reflection and Refraction (about Water)
        3.2.2 Image Processing (Unity's grab pass)
        3.2.3 Shadow Maps
    3.3 Optimizing Shaders
        3.3.1 Per-Vertex vs. Per-Fragment Computations
        3.3.2 Blending and discard (and Alpha Test)
        3.3.3 Precision of Variables
        3.3.4 Sampling of Textures
        3.3.5 Other Recommendations
    3.4 Other Topics
        3.4.1 Z Priming
        3.4.2 Chroma Keying
        3.4.3 Illuminated Lines
        3.4.4 Ambient Occlusion by Spheres (soft shadows of spheres from skylight)
        3.4.5 Water Waves (procedural normal mapping)
        3.4.6 Curved Mirrors (raytraced reflections)
        3.4.7 Shadow Volumes without Stencil Buffer
        3.4.8 Animated Sprites
        3.4.9 Procedural Textures (noise)
        3.4.10 Glitter Effect
4 Links
    Unity shader reference: http://unity3d.com/support/documentation/Components/SL-Reference.html
    Shaders in the Unify Community Wiki: http://wiki.unity3d.com/index.php/Shaders
    Unity user forum about shaders: http://forum.unity3d.com/forums/16-ShaderLab
    Video tutorials on graphics: http://unity3d.com/learn/tutorials/topics/graphics
    Blog entry about a SIGGRAPH presentation on shader optimization: http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
东南亚位于我国倡导推进的“一带一路”海陆交汇地带,作为当今全球发展最为迅速的地区之一,近年来区域内生产总值实现了显著且稳定的增长。根据东盟主要经济体公布的最新数据,印度尼西亚2023年国内生产总值(GDP)增长5.05%;越南2023年经济增长5.05%;马来西亚2023年经济增速为3.7%;泰国2023年经济增长1.9%;新加坡2023年经济增长1.1%;柬埔寨2023年经济增速预计为5.6%。 东盟国家在“一带一路”沿线国家中的总体GDP经济规模、贸易总额与国外直接投资均为最大,因此有着举足轻重的地位和作用。当前,东盟与中国已互相成为双方最大的交易伙伴。中国-东盟贸易总额已从2013年的443亿元增长至 2023年合计超逾6.4万亿元,占中国外贸总值的15.4%。在过去20余年中,东盟国家不断在全球多变的格局里面临挑战并寻求机遇。2023东盟国家主要经济体受到国内消费、国外投资、货币政策、旅游业复苏、和大宗商品出口价企稳等方面的提振,经济显现出稳步增长态势和强韧性的潜能。 本调研报告旨在深度挖掘东南亚市场的增长潜力与发展机会,分析东南亚市场竞争态势、销售模式、客户偏好、整体市场营商环境,为国内企业出海开展业务提供客观参考意见。 本文核心内容: 市场空间:全球行业市场空间、东南亚市场发展空间。 竞争态势:全球份额,东南亚市场企业份额。 销售模式:东南亚市场销售模式、本地代理商 客户情况:东南亚本地客户及偏好分析 营商环境:东南亚营商环境分析 本文纳入的企业包括国外及印尼本土企业,以及相关上下游企业等,部分名单 QYResearch是全球知名的大型咨询公司,行业涵盖各高科技行业产业链细分市场,横跨如半导体产业链(半导体设备及零部件、半导体材料、集成电路、制造、封测、分立器件、传感器、光电器件)、光伏产业链(设备、硅料/硅片、电池片、组件、辅料支架、逆变器、电站终端)、新能源汽车产业链(动力电池及材料、电驱电控、汽车半导体/电子、整车、充电桩)、通信产业链(通信系统设备、终端设备、电子元器件、射频前端、光模块、4G/5G/6G、宽带、IoT、数字经济、AI)、先进材料产业链(金属材料、高分子材料、陶瓷材料、纳米材料等)、机械制造产业链(数控机床、工程机械、电气机械、3C自动化、工业机器人、激光、工控、无人机)、食品药品、医疗器械、农业等。邮箱:market@qyresearch.com

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值