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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

基于3D图形开发技术(计算机图形学)

3D GRAPHICS FOR GAME PROGRAMMING 计算机图形学-基于3D图形开发技术

2019-04-26

dual matcap

双抛面反射,unity shader实现。。。。。。。。。。。。。。

2018-03-31

AVPro Video Unity 视频播放 移动端

AVPro Video插件,此插件支持平台:windows,IOS,android,tvOS等等。DEMO自带全景视频播放示例,本插件可以跟UGUI和NGUI结合使用!

2016-11-30

Daikon Forge GUI Library 1.0.16 f1

Daikon Forge GUI Library 1.0.16 f1

2016-01-11

FE系列英文版+汉化版(63款)(32位)

FE系列英文版+汉化版(63款)(32位) AE插件,亲测可用

2014-12-18

GameSalad数学函数速查表

GameSalad数学函数速查表,快速了解GS内部函数的文档

2014-09-14

植物大战僵尸--全套植物图

植物大战僵尸--全套植物图 休闲小游戏《植物大战僵尸》的全套植物图素材

2014-07-30

认知与设计:理解UI设计准则【中文版】.pdf

认知与设计:理解UI设计准则【中文版】,作为参考是本很好的书籍

2014-07-24

简约至上:交互式设计四策略(英)科尔伯恩-中文版.pdf

简约至上:交互式设计四策略(英)科尔伯恩-中文版

2014-07-24

Max超级合并分离脚本

对EditablePoly EditableMesh EditablePatch EditableSpline 物体的自动识别,并进行各种方式的分离和合并。

2014-06-01

max脚本--点渲染实时观看与渲染

点渲染实时观看与渲染:将模型的点作为像素渲染为图片

2014-03-19

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