Unity ShaderLab 中的内置变量

点此获取官方文档地址

所有的这些内置变量类型无需声明,直接使用,需要包含:UnityCG.cginc file.

Transformations

  • float4x4 UNITYMATRIXMVP Current modelviewprojection matrix
  • float4x4 UNITYMATRIXMV Current model*view matrix
  • float4x4 UNITYMATRIXV Current view matrix.
  • float4x4 UNITYMATRIXP Current projection matrix
  • float4x4 UNITYMATRIXVP Current view*projection matrix
  • float4x4 UNITYMATRIXT_MV Transpose of model*view matrix
  • float4x4 UNITYMATRIXIT_MV Inverse transpose of model*view matrix
  • float4x4 UNITYMATRIXTEXTURE0 to UNITYMATRIXTEXTURE3 Texture transformation matrices
  • float4x4 _Object2World Current model matrix
  • float4x4 _World2Object Inverse of current world matrix
  • float3 _WorldSpaceCameraPos World space position of the camera
  • float4 unity_Scale xyz components unused; .w contains scale for uniformly scaled objects.

Lighting

看作数组,末尾加下标使用

  • _ModelLightColor float4 Material's Main * Light color
  • _SpecularLightColor float4 Material's Specular * Light color
  • _ObjectSpaceLightPos float4 Light's position in object space. w component is 0 for directional lights, 1 for other lights
  • _Light2World float4x4 Light to World space matrix
  • _World2Light float4x4 World to Light space matrix
  • _Object2Light float4x4 Object to Light space matrix

Various

  • float4 _Time : Time (t/20, t, t2, t3), use to animate things inside the shaders
  • float4 _SinTime : Sine of time: (t/8, t/4, t/2, t)
  • float4 _CosTime : Cosine of time: (t/8, t/4, t/2, t)
  • float4 unity_DeltaTime : Delta time: (dt, 1/dt, smoothDt, 1/smoothDt)
  • float4 _ProjectionParams :
  • x is 1.0 or -1.0, negative if currently rendering with a flipped projection matrix
  • y is camera's near plane
  • z is camera's far plane
  • w is 1/FarPlane.
  • float4 _ScreenParams :
  • x is current render target width in pixels
  • y is current render target height in pixels
  • z is 1.0 + 1.0/width
  • w is 1.0 + 1.0/height

Page last updated: 2013-09-12


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