UnityShader入门精要学习笔记
入门精要笔记
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URP shader与Built-in shader差异和URP shader模板
URP和built-in shader差异原创 2023-03-07 16:42:14 · 417 阅读 · 1 评论 -
UnityShader---模板测试(内置渲染管线)---20
模板测试1:Shader "Unlit/003-Stencil01"{ Properties { _MainTex ("Texture", 2D) = "white" {} _refVal("Stencil Ref Value", int) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Tag原创 2021-12-28 08:30:01 · 226 阅读 · 0 评论 -
UnityShader---延迟渲染(内置渲染管线)---19
Shader "Unlit/002-Deferred"{ Properties { } SubShader { Pass { ZWrite Off //LDR Blend DstColor Zero HDR : Blend One One Blend [_SrcBlend] [_DstBlend] CGPROGRAM #pragma target 3.0原创 2021-12-28 08:29:36 · 379 阅读 · 0 评论 -
UnityShader---自定义ShaderInspector面板(内置渲染管线)---18
Shader "Unlit/MyFirstLightShader"{ Properties { _Tint("Tine",Color) = (1,1,1,1) _MainTex ("Albedo", 2D) = "white" {} [NoScaleOffset] _NormalMap("Normal Map",2D)="bump"{} _BumpScale("Bump Scale",Float)=1 [N原创 2021-12-28 08:29:10 · 507 阅读 · 0 评论 -
UnityShader---SurfaceShader(模板和各种效果实现:边缘自发光、火焰流动、燃烧、法线扭曲、简单模糊、消融、区域过度、雪效果等)---17
//自定义表面着色器:自定义四个函数Shader "Custom/39"{ Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap("BumpMap",2D)="bump"{} _Amount("Amount",Range(-0.1,0.1))=0 } SubSh原创 2021-12-28 08:28:54 · 1021 阅读 · 0 评论 -
UnityShader---噪声(消融、水波、全局雾效)(内置渲染管线)---16
消融:Shader "Unlit/36"{ Properties { _MainTex("Texture", 2D) = "white" {} _BumpMap("BumpMap",2D) = "bump" {} _BurnAmount("BurnAmount",Range(0,1)) = 0 _LineWidth("LineWidth",Range(0,1)) = 0 _BurnFirstColor("BurnFistColor",Color) = (1,1,1,1) _B原创 2021-12-28 08:28:24 · 368 阅读 · 0 评论 -
UnityShader--非真实感渲染(内置渲染管线)---15
卡通风格:Shader "Unlit/34"{ Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color",Color) = (1,1,1,1) _Ramp("RampTex",2D) = "white"{} _Outline("Outline",Range(0,1)) = 0 _OutlineColor("OutlineColor",Color) = (1,1,1,1) _Specular("Specul原创 2021-12-28 08:27:50 · 86 阅读 · 0 评论 -
UnityShader---屏幕后处理之使用深度和法线纹理(内置渲染管线)---14
运动模糊之深度纹理:using System.Collections;using System.Collections.Generic;using UnityEngine;public class MotinBlurWithDepthTexture : PostEffectBase{ [Range(0, 1f)] public float blurSize = 0.5f; public Camera currentCamera; private Matrix4原创 2021-12-28 08:27:18 · 194 阅读 · 0 评论 -
UnityShader---屏幕后处理(内置渲染管线)---13
后处理Unity基本上都提供了相应的实现了。后处理基类:using System;using System.Collections;using System.Collections.Generic;using UnityEngine;[ExecuteInEditMode][RequireComponent(typeof(Camera))]public class PostEffectBase : MonoBehaviour{ public Shader usedShader;原创 2021-12-28 08:26:56 · 274 阅读 · 0 评论 -
UnityShader---顶点动画(序列帧、滚动的背景、顶点动画、广告牌)(内置渲染管线)---12
序列帧:Shader "Unlit/22"{ Properties { _Color("Color",Color)=(1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _HorizontalNum("HorizontalNum",Float)= 4 _VerticalNum("VerticalNum",Float)=4 _Speed("Speed",Range(0,原创 2021-12-28 08:26:33 · 427 阅读 · 0 评论 -
UnityShader---高级纹理(反射、折射、菲涅尔反射、镜子\玻璃效果)(内置渲染管线)---11
反射:代码里有阴影和衰减计算Shader "Unlit/17"{ Properties { _Color("Color",Color)=(1,1,1,1) _ReflectColor("ReflectColor",Color)=(1,1,1,1) _ReflectAmount("ReflectAmount",Range(0,1))=0.5 _CubeMap("CubeMap",Cube)="cube"{} }原创 2021-12-28 08:25:03 · 501 阅读 · 0 评论 -
UnityShader---光照(衰减和阴影))(内置渲染管线)---10
光照衰减:// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'Shader "Unlit/15"{ Properties { _Diffuse("Diffuse",Color) = (1,1,1,1) _Specular("Specular",Color) = (1,1,1,1) _Gloss("Gloss",Range(1,256)) = 10原创 2021-12-27 16:23:53 · 1326 阅读 · 2 评论 -
UnityShader---透明效果(内置渲染管线)---9
透明度测试:Shader "Unlit/12"{ Properties { _Color("Color",Color)=(1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _Cutoff("Alpha Cutoff",Range(0,1))=0.5 } SubShader { //透明的测试标签 Tags{"Queue"="AlphaTest原创 2021-12-27 16:04:09 · 1554 阅读 · 0 评论 -
UnityShader---渐变纹理和遮罩纹理(内置渲染管线)---8
渐变纹理:Shader "Unlit/10"{ Properties { _Color("Color",Color) = (1,1,1,1) _RampTex("Ramp", 2D) = "white" {} _Specular("Specular",Color) = (1,1,1,1) _Gloss("Gloss",Range(1,256)) = 10 } SubShader { Pass { Tags{"LightMode" = "ForwardBase"}原创 2021-12-27 15:56:30 · 1028 阅读 · 0 评论 -
UnityShader---基础纹理和法线计算光照(内置渲染管线)---7
纹理采样:Shader "Unlit/011"{ Properties { _MainTex("MainTex", 2D) = "white" {} _Diffuse("Diffuse", Color) = (1,1,1,1) _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss", Range(1,256)) = 5 } SubShader { Tags { "RenderType"="Opaque" }原创 2021-12-27 15:47:18 · 201 阅读 · 0 评论 -
UnityShader---高光反射(内置渲染管线)---6
Phong顶点高光:(基本不用,效果差)Shader "Unlit/008"{ Properties { _Diffuse("Diffuse", Color) = (1,1,1,1) _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss", Range(1,256)) = 5 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPR原创 2021-12-27 15:33:41 · 82 阅读 · 0 评论 -
UnityShader---漫反射Shader(内置渲染管线)---5
顶点漫反射:Shader "Unlit/005"{ Properties { _Diffuse("Diffuse", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include原创 2021-12-27 15:20:40 · 76 阅读 · 0 评论 -
UnityShader---调试Shader(内置渲染管线)---4
调试:把颜色输出查看效果对不对Shader "Unlit/004"{ Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"原创 2021-12-27 15:16:19 · 936 阅读 · 0 评论 -
UnityShader---基本Shader结构(内置渲染管线)---3
基本Shader结构原创 2021-12-27 15:14:07 · 94 阅读 · 0 评论 -
UnityShader---最简单的Shader(内置渲染管线)---2
最简单的Shader原创 2021-12-27 15:10:11 · 1372 阅读 · 0 评论 -
UnityShader---基本语法(内置渲染管线)---1
UnityShader---基本语法(内置渲染管线)---1原创 2021-12-27 14:59:49 · 163 阅读 · 0 评论