Unity CG Vertex and fragment shaders (i)

Source: Internet
Author: User

CG Clips

CG Program fragment write between Cgprogram and ENDCG

Fragments at the beginning can be compiled as #pragma statements

  Pass {      //... the usual pass state setup ...            Cgprogram      //compilation directives for this snippet, e.g.:      #pragma vertex vert      #pragma fragment Frag            // The CG/HLSL code itself            ENDCG      //... the rest of the pass setup ...  } Http://i.cnblogs.com/EditPosts.aspx?opt=1

#pragma vertex name----------------compilation vertex shader for a function named by name

#pragma fragment name------------compilation fragment shader for a function with name

#pragma Geometry name------------compilation DX10 Geometry shader shader

#pragma hull name-----------------compiling DX11 hull material

#pragma domain name-------------compiling DX11 field material

Other compilation directives

#pragma target name--------------compile the destination shader

Shader #pragma only_renderers space separated names-------------compiled by default shader compiles all renderers

#pragma exclude_renderers space separated names shader does not compile by default shader compiles all renderers

#pragma multi_compile names--------------------------------for multiple materials

Each fragment must contain at least one vertex program and one fragment program. So # pragma vertices and # pragma fragment directives are required.

Shader Target

by default, Unity compiles shaders into approximately equal to 2.0 material models #pragma target 2.0 (default)---- Shading Model 2.0 Direct3D 9--- ----limited arithmetic and material descriptions, no vertex texture sampling, no derivatives in fragment shaders

#pragma target 3.0--------------compiling a Shading Model 3.0

#pragma target 4.0-------------- compiling DX10 Shader Model 4.0 This goal currently only supports DirectX 11 and XBOXONE/PS4 platforms

#pragma target 5.0-------------- compiling DX10 Shader model 5.0 This goal currently only supports DirectX 11 and XBOXONE/PS4 platforms

All Opengl-like platforms (including mobile phones) are considered to be "shaded model 3.0" capabilities. The WP8/WINRT platform (DX11 feature Level 9. x) is considered to be only capable of coloring Model 2.0.

Render Platform

Unity supports a variety of rendering APIs (such as Direct3D 9 and OpenGL), and by default all shader programs are compiled into all supported renderers. You can point out the shader that needs to be compiled by #pragma only_renderers or #pragma exclude_ renderers directive
This is primarily useful in this case, you are explicitly using some material language features on some platforms that you know are impossible on some platforms

    • D3d9 -Direct3D 9.
    • D3d11 -Direct3D 11.
    • OpenGL -OpenGL.
    • gles -OpenGL ES 2.0.
    • gles3 -OpenGL ES 3.0.
    • Metal -IOS metal.
    • d3d11_9x -Direct3D 9.x feature level, as commonly used on WSA/WP8 platforms.
    • Xbox360 -Xbox 360.
    • Xboxone -Xbox One.
    • PS3 -PlayStation 3.
    • PS4 -PlayStation 4.
    • psp2 -PlayStation Vita.

For example, this line will only compile the material to D3D 9 mode:

    • D3d9-direct3d 9.
    • D3d11-direct3d 11.
    • Opengl-opengl.
    • Gles-opengl ES 2.0.
    • Gles3-opengl ES 3.0.
    • Metal-ios Metal.
    • D3d11_9x-direct3d 9.x feature level, as commonly used on WSA/WP8 platforms.
    • Xbox360-xbox 360.
    • Xboxone-xbox one.
    • Ps3-playstation 3.
    • Ps4-playstation 4.
    • Psp2-playstation Vita.

Unity CG Vertex and fragment shaders (i)

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