This series mainly references the book "Unity shaders and effects cookbook" (thanks to the author of the original book) and adds a bit of personal understanding or expansion.
Here are all the illustrations in this book. Here is the code and resources required for this book (you can also download them from the official website ).
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Preface
We have seen how to use the built-in cg
"Create a Basic Shader in Shader Forge"1, open the Shaderforge. Window-> Shader Forge. (Slow Open)2. Create a new shader via the Newshader button. 3, the upper left corner compile shader will show the status of the current shader
[OpenGL] Shader instance analysis (7)-Snowflake falling effect, shader instance analysis
Keep forwarding address: http://blog.csdn.net/stalendp/article/details/40624603
After studying the effect of falling snow, I feel very good. I will share it with you. The effect is as follows:
The Code is as follows:
Shader "shadertoy/Flakes" {// https://www.shadertoy.com/vi
parameters for the depth offset. Factor and units, factor sets the maximum slope of Z, about X or Y of the polygon. Units sets the minimum resolution depth buffer value. When two polygon are in the same depth, this can force a polygon to give priority to the other polygon. For example, offset 0 and-1 can force the polygon to be closer to the camera (ignore the polygon slope ). Offset-1 and-1 bring the polygon closer to the camera when they are at the grazing angle.
Refer:
Original
Here are some examples of surface shader. The following examples focus on using built-in lighting models, and for examples of how to use custom lighting models, see surface Shader Lighting Examples.SimpleWe will start with a very simple shader, and gradually improve on this basis. The following shader will place the su
What is shader
A Shader (shader) is a program that operates on a 3D object and is executed by the GPU. Shader is not a unified standard, and the shader of different graphics interfaces are not the same. OpenGL's coloring language is GLSL, Nvidia has developed CG, while Micr
solid color of the object. It can be an rgba color value (in brackets) or a color attribute name (in square brackets ).
Material {Material Block
} Material
The material block is used to define the material properties of the object.
A material block is used to define the material performance of an object.
LightingOn | off
For the settings defined in the material block to have any effect, you must enable lighting with the lighting on command. If ligh
This series is the main reference to Unity Shaders and Effects Cookbook (thanks to the original book author), at the same time will add a little personal understanding or expansion.Here are all the illustrations of this book.Here is the code and resources required for this book (and of course you can download it from the website).========================================== Cutting Line ==========================================write in frontWe've seen how to use Unity's built-in cginclude files.
[Unity Shaders] Mobile Shader Adjustment-customizes the Shader and shadersadjustment for Mobile phones.
This series mainly references the book "Unity Shaders and Effects Cookbook" (thanks to the author of the original book) and adds a bit of personal understanding or expansion.
Here are all the illustrations in this book. Here is the code and resources required for this book (you can also download them
Shaderlab Syntax: Properties
Shaderlab Syntax: Properties
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 them.
The artist can define a parameter list. The parameter value can be viewed in the unity3d material searcher. Attribute blocks in the shader define these parameters.Syntax
Properties{Property [property...]} d
[Unity Shaders] Use CgInclude to modularize your Shader-use the # define command to create a Shader,
This series mainly references the book "Unity Shaders and Effects Cookbook" (thanks to the author of the original book) and adds a bit of personal understanding or expansion.
Here are all the illustrations in this book. Here is the code and resources required for this book (you can also download them from t
In the previous article, we learned the surface removal and cropping modes.
This article will use this knowledge to implement a simple, but not frequently used example: make an image into a rounded rectangle
Example 3: shader with rounded corners
Well, I admit that I had taken a lot of detours in this example, because I have completely mastered the matrix and returned it to the teacher, so I started to use some stupid methods to calculate the rounded
Shaderlab Syntax: Other commandscategory category
CategoryIs a logical grouping of any commands below it. This is mostly used to "inherit" rendering State. For example, your shader might have multiplesubshaders,And each of them requires fog to be off, blending setTo additive, etc. You can use category for that:
CategoryIs a classification logical group. It groups subshader with the same operation. In most cases, it is used to inherit the rendering sta
Shaderlab Syntax: fallback
After all subshaders a fallback can be defined. It basically says "If none of subshaders can run on this hardware, try using the ones from another shader ".
One fallback can be defined after all subshaders. It means that if no subshaders can run on this hardware, try to use one of the other shader. Syntax
Fallback "Name"
Fallback to
original articles should be reproduced please specify: Reproduced from the Wind Yu Chong Unity3d Tutorial CollegeVertex and Fragment Shader: The most powerful type of Shaderis also the focus of this series, hereinafter referred to as Vf Shader, which belongs to the programmable rendering pipeline. The CG/HLSL syntax is used. Divided into 2 parts vertex vertex and fragment pixel portions.the following still
The first is the shader infrastructure:1Shader"Custom/example2 {3 properties//Variable Properties panel4 {5 }6 Subshader7 {8Tags {"Rendertype"="Opaque"}//Setting rendering status and labels9Lod -Ten Pass One {//Start CG code snippet A Cgprogram - #pragmaVertex vert//vertex shader - #pragmaFragment frag//Fragment Shader the#incl
To achieve two-sided transparent no light only texture-colored surface shader.Wrong wording: (resulting in exposure)Shader "Custom/doublefacetransptexcolor" {Properties {_color ("Color", color) = (1,1,1,1)_maintex ("Albedo (RGB)", 2D) = "White" {}}Subshader {Tags {"Rendertype" = "Transparent"}LOD 200Cull OFFBlend srcalpha Oneminussrcalpha//Alpha BlendingCgprogramPhysically based standard lighting model, and enable shadows on all light types#pragma sur
Fixed function Shader Introduction: Belongs to the stationary rendering pipeline Shader, which is basically used for advanced Shader when the old video card cannot be displayed. Using the Shaderlab language, the syntax is similar to Microsoft's FX files or Nvidia's CGFX.1. Use a fixed line to display a single colorShader"Custom/1_1color" { //PropertiesPropertie
Shaderlab Syntax: subshader
Shaderlab Syntax: 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 card.
Each shader in unity3d is composed of a series of subshaders. When unity3d displays a grid, it uses the first subshade
0. What is the effect I want to achieve?:
The text above can be scrolled up or down, and will gradually hide when it is scrolled to a certain position. The Alpha value of an object is based on its position on the screen.
The Shader used for these texts is implemented in this article.
1. PrepareUnity3D official built-in Shader: Sprites-Default.shaderHttp://download.unity3d.com/download_unity/built
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