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转载 Unity3D Shader官方教程翻译(二十)----Shader语法,表面着色器示例
Surface Shader ExamplesHere are some examples of Surface Shaders. The examples below focus on using built-in lighting models; examples on how to implement custom lighting models are in Surface
2014-12-03 12:36:17 1714
转载 Unity3D Shader官方教程翻译(十八)----Shader语法 另外一些命令(分类)
ShaderLab syntax: other commandsCategory 分类Category is a logical grouping of any commands below it. This is mostly used to "inherit" rendering state. For example, your shader might have multiple
2014-12-03 11:51:00 473
转载 Unity3D Shader官方教程翻译(十九)----Shader语法,编写表面着色器
Writing Surface ShadersWriting shaders that interact with lighting is complex. There are different light types, different shadow options, different rendering paths (forward and deferred rendering)
2014-12-03 11:50:57 424
转载 Unity3D Shader官方教程翻译(十七)----Shader语法 FallBack
ShaderLab syntax: FallbackAfter all Subshaders a Fallback can be defined. It basically says "if none of subshaders can run on this hardware, try using the ones from another shader".在所有Subsha
2014-12-03 11:50:34 366
转载 Unity3D Shader官方教程翻译(十五)----Shader语法 UsePass
ShaderLab syntax: UsePassThe UsePass command uses named passes from another shader.UsePass命令可以调用在另外1个Shader中已经被命名的passes 。Syntax 语法UsePass "Shader/Name"Inserts all passes with a given
2014-12-03 11:49:25 464
转载 Unity3D Shader官方教程翻译(十六)----Shader语法 GrabPass
ShaderLab syntax: GrabPassGrabPass is a special passtype - it grabs the contents of the screen where the object is about to be drawn into a texture. This texture can be used in subsequent passes
2014-12-03 11:49:21 315
转载 Uity3D Shader官方教程翻译(十四)----Shader语法:Pass的BindChannels 绑定通道
ShaderLab syntax: BindChannels 绑定通道。BindChannels command allows you to specify how vertex data maps to the graphics hardware.BindChannels 命令 允许你指定顶点数据如何映射到显卡中。BindChannels has no effect
2014-12-03 11:49:00 382
转载 Unity3D Shader官方教程翻译(十三)----Shader语法:Pass的Name
ShaderLab syntax: NameSyntax 语法Name "PassName"Gives the PassName name to the current pass.将当前Pass命名为 PassNameDetails 详情A pass can be given a name so that a UsePass command can referenc
2014-12-03 11:48:32 496
转载 Unity3D Shader官方教程翻译(十二)----Shader语法:Pass的标记
ShaderLab syntax: Pass TagsPasses use tags to tell how and when they expect to be rendered to the rendering engine.pass使用标记来告诉渲染引擎在什么时候该如何渲染他们所期望的效果。SyntaxTags { "TagName1" = "Value1" "T
2014-12-03 11:47:28 333
转载 Unity3D Shader官方教程翻译(十)----Shader语法:Pass的Alpha测试
ShaderLab syntax: Alpha testingThe alpha test is a last chance to reject a pixel from being written to the screen.alpha测试是最后一个机会,拒绝将一个像素写到屏幕上。(可以理解为在将画面显示到屏幕上的最后1次修改,这次修改只能让该像素显示或不显示)Aft
2014-12-03 11:47:01 379
转载 Unity3D Shader官方教程翻译(十一)----Shader语法:Pass的Blending(混合)
ShaderLab syntax: Blending 混合Blending is used to make transparent objects.混合是用来制作透明物体的。When graphics are rendered, after all shaders have executed and all textures have been applied, t
2014-12-03 11:46:55 474
转载 Unity3D Shader官方教程翻译(九)----Shader语法:Pass的雾化处理
ShaderLab syntax: FogFog parameters are controlled with Fog command.Fog 命令控制雾化参数Fogging blends the color of the generated pixels down towards a constant color based on distance from came
2014-12-03 11:45:46 340
转载 Unity3D Shader官方教程翻译(八)----Shader语法:Pass的纹理处理 .
ShaderLab syntax: TexturingAfter the basic vertex lighting has been calculated, textures are applied. In ShaderLab this is done usingSetTexture command.在基本的顶点照明计算完成以后,纹理将被设置。在ShaderLab中用SetT
2014-12-03 11:44:17 455
转载 Unity3D Shader官方教程翻译(七)----Shader语法:Pass的Culling & Depth Testing
ShaderLab syntax: Culling & Depth Testing 语法:面剔除及深度测试Culling is an optimization that does not render polygons facing away from the viewer. All polygons have a front and a back side. Culling makes
2014-12-03 11:43:11 348
转载 Unity3D Shader官方教程翻译(六)----Shader语法:Pass的Color, Material, Lighting
ShaderLab syntax: Color, Material, LightingShaderLab 语法:颜色,材质,光照The material and lighting parameters are used to control the built-in vertex lighting. Vertex lighting is the standard Direct3D/
2014-12-03 11:41:45 744
转载 Unity3D Shader官方教程翻译(五)----Shader语法:Pass
ShaderLab syntax: PassShaderLab 语法:Pass(通道编程)The Pass block causes the geometry of an object to be rendered once.1个Pass块可以使一个几何物体被一次渲染。Syntax语法Pass { [Name and Tags] [RenderSet
2014-12-03 11:39:34 647
转载 Unity3D Shader官方教程翻译(四)----Shader语法:SubShader
ShaderLab syntax: SubShaderShaderLab语法:SubShaderEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first
2014-12-03 11:38:31 328
转载 Unity3D Shader官方教程翻译(三)----Shader语法:属性
ShaderLab syntax: PropertiesShaderLab语法:属性Shaders can define a list of parameters to be set by artists in Unity's material inspector. The Properties block in the shader file defines them
2014-12-03 11:37:53 388
转载 Unity3D Shader官方教程翻译(二)
ShaderLab语法:ShaderShader is the root command of a shader file. Each file must define one (and only one) Shader. It specifies how any objects whose material uses this shader are rendered.
2014-12-03 11:37:00 505
转载 Unity3D Shader官方教程翻译(一)
Shader Reference着色参考Shaders in Unity can be written in one of three different ways: Unity3D着色器,可以写在三种不同的方式之一:assurface shaders, asvertex and fragment shaders and asfixed function s
2014-12-03 11:33:43 658
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