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翻译 Cg shader with reflection map
Shader "Custom/Cg shader with reflection map"{ Properties { _Cube("Reflection Map",Cube) = ""{} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #i
2015-10-30 18:27:36 427
翻译 Cg projector shader for drop shadows
Shader "Custom/Cg projector shader for drop shadows" { Properties { _ShadowTex ("Projected Image", 2D) = "white" {} } SubShader { Pass { Blend Zero OneMinusSrcAlpha
2015-10-29 18:45:13 358
翻译 Cg per-pixel lighting with cookies
Shader "Custom/Cg per-pixel lighting with cookies" { Properties { _Color("Diffuse Material Color",Color) = (1,1,1,1) _SpecColor("Specular Material Color",Color) = (1,1,1,1) _Shininess("Shinin
2015-10-29 17:25:25 384
转载 OccTransVF
Shader "Custom/OccTransVF"{ Properties { _MainTex("Base (RGB)",2D) = "white"{} _RimColor("RimColor",Color) = (0,1,1,1) _RimPower("RimPower",Range(0.1,8.0)) = 3.0 } SubShader { LOD 300
2015-10-28 22:03:56 244
转载 XRay7
Shader "Custom/XrayMatCapBumpSurf" { Properties { _MainTint ("Diffuse Tint", Color) = (1,1,1,1) _MatCap ("MatCap (RGB", 2D) = "white" {} _NormalMap ("Normal Map", 2D) = "bump" {} } SubShader
2015-10-28 21:48:48 360
转载 Xray6
Shader "Custom/XrayMatCapBumpVF"{ Properties { _Color("Main Color",Color) = (0.5,0.5,0.5,1.0) _BumpMap("Normal Map",2D) = "bump"{} _MatCap("MatCap(RGB)",2D) = "white"{} [Toggle(MATCAP_ACCUR
2015-10-28 21:19:01 397
转载 XRay5
Shader "Custom/XrayMatCapSimpleVF"{ Properties { _Color("Main Color",Color)=(0.5,0.5,0.5,1.0) _MatCap("MatCap(RGB)",2D) = "white"{} } SubShader { Tags { "Queue" = "Transparent" "IgnorePro
2015-10-27 20:55:20 330
转载 XRay4
Shader "Custom/XRayBumpSurf" { Properties { _BumpMap("Normalmap",2D)="bump"{} _RimColor("RimColor",Color)=(1,1,0,1) _RimPower("RimPower",Range(0.1,8)) = 3.0 } SubShader { Tags { "Queue"
2015-10-27 20:37:57 448
转载 XRay3
Shader "Custom/XRaySimpleSurf" { Properties { _RimColor("RimColor",Color) = (1,1,0,1) _RimPower("RimPower",Range(0.1,8.0))=3.0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjecto
2015-10-27 20:26:39 291
转载 XRay2
Shader "Custom/XRayBumpVF"{ Properties { _BumpMap("Normalmap",2D) = "bump"{} _RimColor("RimColor",Color) = (1,1,0,1) _RimPower("RimPower",Range(0.1,8.0)) = 3.0 } SubShader { Tags{"Queue
2015-10-27 20:02:24 332
转载 XRay1
Shader "Custom/XRaySimpleVF"{ Properties { _RimColor("RimColor",Color) = (1,1,0,1) _RimPower("RimPower",Range(0.1,8.0)) = 3.0 } SubShader { Tags{"Queue" = "Transparent" "RenderType" = "Op
2015-10-27 19:32:52 409
翻译 Cg parallax mapping
Shader "Custom/Cg parallax mapping"{ Properties { _BumpMap("Normal Map",2D) = "bump"{} _ParallaxMap("Heightmap (A)",2D) = "black"{} _Parallax("Max Height",Float) = 0.01 _MaxTexCoordOffset("
2015-10-26 15:02:11 815 1
转载 冰材质2-iceRefrationSurf
Shader "Custom/iceRefrationSurf" {Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("BaseTex", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _BumpAmt ("Di
2015-10-23 20:44:38 474
转载 冰材质2-iceRefrationVF
在U4.6.3版本里报错,估计在U5.0版本以上才可以吧Shader "Custom/iceRefrationVF" {Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("BaseTex", 2D) = "white" {} _BumpMap ("Normalmap", 2D)
2015-10-23 20:43:24 768
转载 冰材质1-iceTrans
Shader "Custom/iceTrans"{Properties{_Color("Main Color",Color) = (1,1,1,1)_MainTex("BaseTex",2D) = "white"{}_BumpMap("Normalmap",2D) = "bump"{}_BumpAmt("Distortion",range(0,2)) = 0.1}
2015-10-23 19:37:55 987
转载 U3D——刀光轨迹插件的改进
原文地址:http://www.cnblogs.com/hellohuan/p/3478907.htmlU3D——刀光轨迹插件的改进之前在PC端的游戏中实现过轨迹,算法喜闻乐见,收集每帧的控制点,对其进行B样条插值,生成D3DTriStrip。这两天刚刚接触U3D,美术给了一个轨迹的插件,要求我扩展脚本,支持锁链刀弯刀的刀光计算,暂且命名多控制点的轨迹。
2015-10-22 10:54:27 1010
转载 Spine输出资源一键入Unity3D工具代码
原文链接http://www.cnblogs.com/hellohuan/p/3926016.html,http://www.cnblogs.com/hellohuan/p/3716346.html初尝2D骨骼动画编辑工具SPINE,并into Unity3D一、SPINE使用研究2D骨骼动画,CYou的朋友介绍我SPINE这个工具,开发自Esoteri
2015-10-22 10:48:01 5927 3
原创 3D移动端游戏的优化方向-收集整理
发现一篇给我写的几乎一样的,估计是听的同一个人的视频吧http://www.cnblogs.com/willbin/p/3389837.html相关:http://blog.codeconch.com/archives/499 http://blog.sina.com.cn/s/blog_471132920101dqsl.html 一.资源相关优化。二
2015-10-21 17:57:21 951
转载 几篇不错的unityshader文章
http://www.cnblogs.com/flytrace/p/3387748.htmlhttp://www.cnblogs.com/flytrace/p/3395911.htmlhttp://www.gamasutra.com/view/feature/129939/messing_with_tangent_space.php?print=1
2015-10-19 15:51:40 351
转载 法线从object space到eye space的转换((normal matrix)
对于顶点来说,从object Space转换到eye space, 使用model-view矩阵就好了.那么顶点的法线是否也可以直接使用model-view矩阵转化? 通常情况下是不行的. 如下两张图是顶点的tangent和normal向量使用m-v矩阵从object space到eye space的变换: >>>>>>>>>>>>>>>> 可以看到在e
2015-10-19 15:47:30 709
转载 HLSL中的MUL指令深层剖析
出处:Rambler 作者:Rambler原作者邮箱 BoYueGame#Gmail#com 欢迎交流。此贴可以随意转载而不用注名出处。但也别说是你写的就行。在读此文之前,读者应该知道什么是行主,列主矩阵,写过简单的HLSL或者ASM SHADER读者知道简单的矩阵运算规则本文主要内容有:一、部分背景内容二、HLSL中的row
2015-10-19 15:39:09 461
转载 Unity3d中BlinnPhong光照模型注解
原文地址http://www.cnblogs.com/flappy/archive/2012/08/10/2631348.html/** 版本:0.1 最后修改:2012-08-10 撰写:李现民 Unity3D中主要用到的shader(着色器)有三种,除了常规的vertex shader与fragment shader外,还有一类称
2015-10-19 15:31:28 324
翻译 Cg normal mapping
Shader "Custom/Cg normal mapping"{Properties { _BumpMap ("Normal Map", 2D) = "bump" {} _Color ("Diffuse Material Color", Color) = (1,1,1,1) _SpecColor ("Specular Material Color",
2015-10-19 13:25:01 415
翻译 Cg multitexturing of Earth
Shader "Custom/Cg multitexturing of Earth" {Properties { _DecalTex ("Daytime Earth", 2D) = "white" {} _MainTex ("Nighttime Earth", 2D) = "white" {} _Color ("Nighttime Color Filter"
2015-10-16 20:14:54 248
翻译 Cg semitransparent colors based on alpha
Shader "Custom/Cg semitransparent colors based on alpha" {Properties { _MainTex ("RGBA Texture Image", 2D) = "white" {} } SubShader { Tags {"Queue" = "Transparent"} Pass {
2015-10-16 20:06:53 241
翻译 Cg texturing with alpha blending
Shader "Custom/Cg texturing with alpha blending"{ Properties { _MainTex("RGBA Texture Image",2D) = "white"{} } SubShader { Tags { "Queue" = "Transparent" } Pass { Cull Front ZWri
2015-10-16 20:02:26 517
翻译 Cg texturing with alpha discard
Shader "Custom/Cg texturing with alpha discard" { Properties { _MainTex("RGBA TExture Image",2D) = "white"{} _Cutoff("Alpha Cutoff",Float) = 0.5 } SubShader { Pass { Cull Off CG
2015-10-16 19:51:55 293
翻译 Cg per-pixel lighting with texture
Shader "Custom/Cg per-pixel lighting with texture" {Properties { _MainTex ("RGBA Texture For Material Color", 2D) = "white" {} _Color ("Diffuse Material Color", Color) = (1,1,1,1)
2015-10-16 19:43:06 287
翻译 Cg per-vertex lighting with texture
Shader "Custom/Cg per-vertex lighting with texture"{Properties { _MainTex ("Texture For Diffuse Material Color", 2D) = "white" {} _Color ("Overall Diffuse Color Filter", Color) = (1,1,1,
2015-10-16 11:30:57 306
翻译 Cg shader with single texture
Shader "Custom/Cg shader with single texture" { Properties { _MainTex("Texture Image",2D) = "white"{} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
2015-10-16 10:46:49 264
翻译 Cg per-pixel lighting with vertex lights
Shader "Custom/Cg per-pixel lighting with vertex lights" { Properties { _Color("Diffuse Material Color",Color) = (1,1,1,1) _SpecColor("Specular Material Color",Color) = (1,1,1,1) _Shininess("
2015-10-16 10:04:03 309
翻译 Cg two-sided per-pixel lighting
Shader "Custom/Cg two-sided per-pixel lighting" {Properties { _Color ("Diffuse Material Color", Color) = (1,1,1,1) _SpecColor ("Specular Material Color", Color) = (1,1,1,1) _Shini
2015-10-16 09:22:56 402
翻译 Cg per-pixel lighting
Shader "Custom/Cg per-pixel lighting" { Properties { _Color ("Diffuse Material Color", Color) = (1,1,1,1) _SpecColor ("Specular Material Color", Color) = (1,1,1,1) _Shininess ("
2015-10-16 09:20:38 394
翻译 Cg two-sided per-vertex lighting
Shader "Custom/Cg two-sided per-vertex lighting"{ Properties { _Color ("Front Material Diffuse Color", Color) = (1,1,1,1) _SpecColor ("Front Material Specular Color", Color) = (1,1,1,
2015-10-16 09:05:19 686
翻译 Cg per-vertex lighting
Shader "Custom/Cg per-vertex lighting"{ Properties { _Color("Diffuse Material Color",Color) = (1,1,1,1) _SpecColor("Specular Material Color",Color)=(1,1,1,1) _Shininess("Shininess",Float) = 1
2015-10-15 17:32:16 315
翻译 Cg per-vertex diffuse lighting
Shader "Custom/Cg per-vertex diffuse lighting"{ Properties { _Color ("Diffuse Material Color",Color) = (1,1,1,1) } SubShader { Pass { Tags { "LightMode" = "ForwardBase" } CGPROGRA
2015-10-14 17:46:25 401
翻译 Cg silhouette enhancement
Shader "Custom/Cg silhouette enhancement"{ Properties { _Color("Color",Color) = (1,1,1,0.5) _Pow("Power",Range(0,10)) = 1 } SubShader { Tags { "Queue" = "Transparent" } Pass { ZWr
2015-10-14 16:05:21 357
翻译 Cg shader using additive blending
Shader "Custom/Cg shader using additive blending"{ SubShader { Tags{"Queue" = "Transparent"} Pass { Cull Off ZWrite Off Blend SrcALpha One CGPROGRAM #pragma vertex vert
2015-10-13 17:36:06 397
翻译 Cg shader with two passes using discard
Shader "Custom/Cg shader with two passes using discard"{ SubShader { CGINCLUDE #pragma vertex vert #pragma fragment frag struct vertexInput { float4 vertex:POSITION ; }; s
2015-10-13 14:44:36 365
翻译 Cg shader using discard
Shader "Custom/Cg shader using discard"{ SubShader { Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag struct vertexInput { float4 vertex:POSITIO
2015-10-13 14:28:16 1427
AVPro Video Unity 视频播放 移动端
2016-11-30
Max超级合并分离脚本
2014-06-01
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