顶点着色器 像素着色器_顶点着色器中的固定功能T&L:已实现

顶点着色器 像素着色器

Unity roadmap blog post said:

Unity 路线图博客文章说:

Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have to do anything, it will just work!

目前,Unity混合了用于顶点照明对象的固定功能管道和用于像素照明光的顶点着色器。 在Direct3D上,这会在非常接近或自相交的表面上创建一些渲染工件。 我们想通过在顶点着色器中实现一个完整的固定功能仿真器来结束此过程。 您无需做任何事情,它就可以工作!

Well, the good news is that we have done it, and it is definitely coming in Unity 2.6!

好吧,好消息是我们已经做到了,它肯定会出现在Unity 2.6中!

It is funny, because the problem seems like a simple one: “there are double-lighting artifacts on close surfaces”. The solution, however, is “we need to implement whole fixed function pipeline manually”, which involves combining shader assembly fragments, doing register allocations, packing vertex pipeline state into bits and other low level hacking.

这很有趣,因为问题似乎很简单: “在封闭的表面上有双重照明的伪影” 。 但是,解决方案是“我们需要手动实现整个固定功能流水线” ,这涉及到合并着色器程序集片段,进行寄存器分配,将顶点流水线状态打包为位以及其他低级黑客攻击。

In other words, it required quite a bit of thinking and implementation effort, so I decided to write up a technical report on how we solved it. If you’re a graphics programmer or love programmer speak or just have nothing better to do: here’s the report.

换句话说,这需要大量的思考和实施工作,因此我决定撰写一份有关如何解决该问题的技术报告。 如果您是图形程序员或热爱编程的人,或者只是没有更好的事情要做: 这是报告

翻译自: https://blogs.unity3d.com/2009/06/10/fixed-function-tl-in-vertex-shaders-implemented/

顶点着色器 像素着色器

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