[Wind yuchong] unity3d tutorial book shader: 20th lecture line texture (10:42:55)
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Category:Unity3d shader
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Lecture 2Normal Map
In the previous section, we talked
About the "unity3d/2d game development from 0 to 1" The first version of the national release on July 1, 2015, the cumulative number of domestic colleges and universities teachers, training institutions praise. But with Unity's official knowledge of the technology's escalating and rapid iterations of the version, the Unity4.6 version of the teaching-learning system is lagging behind.With the launch of the official version of Unity2017.1 in July 2017,
I've been learning real-time rendering recently, and it's hard to touch linear algebra. And in the rendering, will be used to the matrix, when I went to review the book I read before, found that "unity3d actual combat core technical details" on the matrix there are several errors, special marked out. The first chapter of the book, 3D Mathematics and unity, 1.3.2
Unity3d dynamic resource download. Is there any solution? Yes, assetbundle is a general solution. Any book will spend a lot of time introducing assetbundle.Let's also talk about assetbundle.
We try to analyze the resource loading mechanism provided by unity3d comprehensively
1. Resources // embedded resources. You can use resources. Load to load any type of reso
Previously wrote the Unity3d Hot Update book series BlogThe Open source class library of download, load and script is presented in three aspects.There are easydown in the downloadLoading aspect has GameobjparserThere are c#light in scripting.There is also a myjson that has no independent library, but is used everywhere.2015, think of these things, have a different sentiment, so there is a new plan1. First o
Reprinted from the Wind Yu Chong Unity3d Tutorial CollegeSpecial lecture : CG function This talk does not need to read immediately, encountered the relevant functions to consult can.(Source: CG Tutorial _ Programmable Real-time graphics authoritative guide)E.1 Mathematical Functions e.2 Geometric functions e.3 Texture map function e.4 derivative function e.5 Debugging Functions e.1 Mathematical functions E.2 Geometric functionsE.3 Texture Map func
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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 co
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Lecture on shader 19thConcave and convex texturesThis article consists of two parts: Principle 2: implementation
I. Principle
(1) eyes and lightLet's look at a rough surface.
From a distance, the only evidence that this object is rough is that the brightness on its surface changes. Your brain is able to get these bright and dark patt
(...)
{
....
}
....
}
Call code:
Script. Build (getscriptfromfile ("script1 "));
Int I = script. eval ("gethp ();");
Complexity 4: Evolution
Further complicated, the script will be converted into something completely different.
A single script cannot complete the logic, and the script and script can be associated.
Concept of a project
Script1:
Class scriptclass1
{
Static void run ()
{
Scriptclass2 = new scriptclass2 ();
S2.xxx
...
...
...
}
}
As we all know, the main components of unity3d are scene graphs. nodes in the scene graphs constitute a tree.
Each node corresponds to a gameobject object.
Then each gameobject has several components.
Some components are related to resources. For example, meshrenderer associates materials with shader and texture.
A part of the scenario diagram can be saved as a preset, prefab.
Sometimes we need to use presets for reuse, and the preset loading see
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Special note: CG Function
This lecture does not need to be read immediately. You can check the related functions.(Source: CG tutorial _ programmable real-time graphics authoritative guide)
E.1Mathematical functions
E.2 geometric Functions
E.3 texture map function
E.4 derivative Functions
E.5 debug Functions
E.1Mathem
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Lecture on shader 18thTextures and shadows
Start with this lecture. Special Effect textures. Most of these textures get the best picture at a low cost without using a high-precision model. It mainly involves operations related to light.
(1) bump ing
(2) normal ing normal texture
(3) parallax ing parallax texture
(4) Displacement Mapp
Basics: Basic knowledge
The following content does not need to be read and understood immediately when getting started. It is recommended that you come back from time to time for further study.
What is GPU? GPU: Graphic Processing Unit ". Graphics cards include (GPU, video memory, video card bios, and graphics card PCB ). What is shader? Shader program: GPU-executed program that operates on 3D objects.What types of shader are available? CG: fully compatible with DirectX 9.0 or later and OpenGL
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Lecture on shader 12thAlpha Testing
Introduction: this and the next sections focus on Alpha, that is, the content related to transparent channels. Rgba, in which only RGB, red, green, and blue colors are displayed on the screen, and Alpha is not displayed in any color. A only supports color operations, especially multi-layer operations.
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Lecture on shader 13thAlpha hybrid
Alpha blending is transparent. In the final phase of grating. For example, if we add a material to a model, the color value calculated at a certain point is called the source, and the accumulated color value before the point is called the target.
Syntax blend off
Not mixedBlend srcfactor dstfactor
S
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Lecture on shader 14thSurfaceShader
It is complicated to use shader to implement illumination. There are different light types, different shadow options, and different render paths (forward and deferred ). Unity only encapsulates the illumination model, and the shader code is written by CG/HLSL.
Example 1: Simplest surface shader
Shader "Custom/
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Lecture on shader 15thIllumination BasicsSimply put, the final color output of the shader with illumination is the material color * The light color, in which the material color: As mentioned earlier, fixed format tex2d (_ maintex, I. UV) light color: light color =Self-Illumination+Ambient Light+Diffuse Light+Mirror lightThe following des
Yesterday, a Netizen message asked the question, I just know, my book came out. The author is even more late than the reader know this thing, anger ah.
Thanks to all the readers, editors, and friends who are instrumental. This book for me, is a kind of affirmation, this more than 10 years of programmer career finally did not accomplish anything.
I will open a special answer to the reader's question, t
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Shader 6: texgenTexgen: Mainly used for fixed function shader to automatically generate the UV of some target effects. Vertex functions are automatically ignored. This function directly corresponds to the OpenGL texgenModes. The following modes are available:Objectlinear,Eyelinear,Spheremap,Cubereflect,Cubenormal;
Shader "texgen "
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Lecture 9 of shaderRender pathRender path DefinitionRender path is the lighting process.
Render path settingsYou can set it in edit-> Project Settings-> player. For details, see. You can also set it directly in the Inspector Panel of the camera.
Render pathI:VertexVertex vertex is the vertex illumination. As the name suggests, all illum
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