ShaderLab syntax: PropertiesShaderLab文法:屬性 Shaders can define a list of parameters to be set by artists in Unity's material inspector. The Properties block in the shader file defines
ShaderLab syntax: Culling & Depth Testing 文法:面剔除及深度測試 Culling 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 fact that most objects are closed;
ShaderLab syntax: SubShaderShaderLab文法:SubShader Each shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user's graphics
ShaderLab syntax: ShaderShaderLab文法:Shader Shader is the root command of a shader file. Each file must define one (and only one) Shader. It specifies how any objects whose material uses this shader are rendered.Shader是一個shader的檔案的根命令。每個檔案必須定義一個(只有一個)
ShaderLab syntax: FogFog parameters are controlled with Fog command.Fog 命令控制霧化參數Fogging blends the color of the generated pixels down towards a constant color based on distance from camera. Fogging does not modify a blended pixel's alpha value, only
ShaderLab syntax: PassShaderLab 文法:Pass(通道編程)The Pass block causes the geometry of an object to be rendered once.1個Pass塊可以使一個幾何物體被一次渲染。Syntax文法 Pass { [Name and Tags] [RenderSetup] [TextureSetup] }The basic pass command contains an optional list of
ShaderLab syntax: Color, Material, LightingShaderLab 文法:顏色,材質,光照The material and lighting parameters are used to control the built-in vertex lighting. Vertex lighting is the standard Direct3D/OpenGL lighting model that is computed for each