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翻译 ShaderLab: Culling & Depth Testing

ShaderLab: Culling & Depth TestingCulling is an optimization that does not render polygons facing away from the viewer. All polygons have a front and a back side. Culling makes use of the fa

2017-07-06 19:00:38 374

翻译 ShaderLab: Pass

ShaderLab: PassThe Pass block causes the geometry of a GameObject to be rendered once.Pass块会导致一个游戏对象的几何图形被渲染一次。Syntax语法Pass { [Name and Tags] [RenderSetup] }The basic

2017-07-06 18:48:39 370

翻译 Accessing shader properties in Cg/HLSL //访问cg/hlsl中的着色属性

Accessing shader properties in Cg/HLSL 访问cg/hlsl中的着色属性Shader declares Material properties in a Properties block. If you want to access some of those properties in a shader program, you need

2017-07-06 12:27:55 311

翻译 Built-in shader variables //内置的着色器变量

Built-in shader variables  内置的着色器变量Unity provides a handful of built-in global variables for your shaders: things like current object’s transformation matrices, light parameters, current time

2017-07-06 09:00:31 507

翻译 Built-in shader helper functions //内置的着色器辅助函数

Built-in shader helper functions 内置的着色器辅助函数Unity has a number of built-in utility functions designed to make writing shaders simpler and easier.Unity有许多内置的实用功能,可以让编写着色器变得更简单和简单。Funct

2017-07-05 19:36:37 388

翻译 Predefined Shader preprocessor macros //预定义的着色器预处理宏

Predefined Shader preprocessor macros 预定义的着色器预处理宏Unity defines several preprocessor macros when compiling Shader programs.在编译着色程序时,Unity定义了几个预处理器宏。Target platform 目标平台

2017-07-05 19:01:27 1423

翻译 Built-in shader include files //内置的材质包含文件

Built-in shader include files  内置的材质包含文件Unity contains several files that can be used by your shader programs to bring in predefined variables and helper functions. This is done by the stand

2017-07-05 18:54:08 474

转载 转载{shader流光效果}

从画法的角度看,流光效果的成本很低,一张流光图,一张过滤图,一个渲染遍,即可实现效果。但是效果很令人印象深刻。 流光效果可用于2D或者3D。用于3D的比如角色盔甲上流动的光斑用于2D的例子比如在按钮上弄个飘过的亮光比如炉石的卡牌这些都是流光效果。其中炉石的卡牌流光效果比较复杂,多层、带过滤、多种流动形式。其实两

2017-07-05 18:46:11 4243

转载 转载{shader相关}

SubShader内部可以有标签(Tags)的定义。Tag指定了这个SubShader的渲染顺序(时机),以及其他的一些设置。"Queue"标签。定义渲染顺序。预制的值为"Background"。值为1000。比如用于天空盒。"Geometry"。值为2000。大部分物体在这个队列。不透明的物体也在这里。这个队列内部的物体的渲染顺序会有进一步的优化(应该是从近到远,early-z

2017-07-05 14:01:50 198

翻译 Shader semantics //Shader语义

Shader semanticsWhen writing HLSL shader programs, input and output variables need to have their “intent” indicated via semantics. This is a standard concept in HLSL shader language; see the

2017-07-05 09:06:37 1254

翻译 Providing vertex data to vertex programs //为顶点程序提供顶点数据

For Cg/HLSL vertex programs, the Mesh vertex data is passed as inputs to the vertex shader function. Each input needs to have semantic speficied for it: for example, POSITION input is the vertex p

2017-07-05 06:34:29 282

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