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Lecture 8: Why CG?
Shader has fixed function, vertex and fragment, surface, and vertex and fragmen have CG and glsl. Why do you choose CG to focus on it?
Fixed Function: The old-fashioned fixed pipeline has limited functions. Needless to say.
CG: cross-platform preferred. unity3d can directly compile CG into glsl.
Glsl: supports Mac, IOS, and Android. Windows is not supported. Unity3d cannot compile glsl into CG. It is not suitable for a wide range of cross-platform platforms.
Surface: a CG, equivalent to an extension of CG, which encapsulates light processing. The other steps are basically the same as that of CG.
Conclusion: Through the above comparison. We come to the conclusion that CG is best suited for cross-platform communication, and it is easy to learn CG surface.
Even if you are engaged in mobile development, the 3D API used by IOS and Android on the mobile platform is OpenGL ES. It doesn't matter.