Fourth Chapter Hello,shaders
This chapter will write the first shaders. Introduces HLSL syntax, FX file format, data structure, and so on. By the end of this chapter, you will have the basics of studying graphic programming in depth.
Your-Shader
The Classic programming example is used when writing the first program in a new programming language hello,world! ", the program output is a line of text" hello,
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 frontFrom this
"Unity Shaders" Learning Note--surfaceshader (ix) Cubemap
If you want to learn unity Shader from scratch, then you can take a look at this series of articles to get started, you just need a little bit of programming concept.
The level is limited, inevitably has the fallacy, hoped to point out.
The methods for making CubeMap are described in the previous section. This section tells you how to use it.Simple CubemapLet's take a l
[Unity Shaders] uses Unity Render Textures to implement screen effects-brightness, saturation, and contrast in screen effects, shadersunity
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
[Unity Shaders] uses Unity Render Textures to implement screen effects-Overlay hybrid mode in screen effects, shadersunity
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 als
Yesterday when shopping to see the peace bird inside put a metal Mickey Mouse, so the occupational disease committed, has been thinking about the color of metal is what, this reflection how to write, think not come out ...Today just see the dynamic Reflection Cubic chart System This section, after reading feel very awkward, because the book is introduced in advance casing generate cubemap way instead of real-time. Then to the official documents to find real-time reflection of the code, did a mor
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 frontLa La La, a
Transferred from: http://blog.csdn.net/candycat1992/article/details/38147767This series focuses on Unity Shaders and Effects Cookbook (thanks to the author of the book), plus a bit of personal understanding or outreach.Here are all the illustrations of this book. Here is the code and resources required for this book (you can also download it from the website, of course).========================================== Split Line ============================
[Unity Shaders] Fog Effect Simulation and shadersunity simulation in Unity
Preface
Everyone familiar with Unity knows that Unity can perform basic fog effect simulation. The so-called fog effect is that the object looks like a certain color (usually gray) away from our perspective ). The implementation of this technology is actually very simple, it is to mix the fog color and the color of the object based on the distance between the object and the ca
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
Surface Shader Illumination ExampleHere are some examples of custom lighting models and surface shaders. The usual surface shader examples are here.Because delayed illumination does not perform well in some custom light-to-material lighting models, in most of the following examples, we have shader compiled into forward rendering only.Diffuse reflectance (diffuse)Let's start with a shader that uses the built-in Lambert lighting model!Shader"Example/dif
default shader compiles all renderers#pragma multi_compile names--------------------------------for multiple materialsEach fragment must contain at least one vertex program and one fragment program. So # pragma vertices and # pragma fragment directives are required.Shader Targetby 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
[Unity Shaders] Transparency-uses a rendering queue for deep sorting and unity Rendering
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
In OpenGL, support for vertex shaders and fragment shaders is required for proper rendering, and each frame in the vertex shader is processed once for each vertex of the object in the scene.If you use OpenGL yourself, you need to read the model data in C + + code, passing vertex coordinates, vertex colors, and UV coordinates to the vertex shader.So in a vertex shader, you can modify the vertex data.Build a
you need, and the output is the SURFACEOUTPUT data structure. Surfaceoutput simply describes the properties of surface, suchas the reflectivity color (albedo color), normal (normal), scattering (emission), Specular reflection (specularity) and so on.The Surface shader compiler will determine what inputs are required, what outputs, and so on, will also produce the actual vertex pixel shader (Vertexpixel shaders), as well as the render path to handle
for vertex shaders.vertex:128 instruction limit. fragment:96 instruction Limit (texture + arithmetic), temporary registers and 4 texture indirections.3.0Compiles the shader under Shader Model 3. Model 3 is more powerful and flexible than 2 but is less compatible.Vertex:no instruction limit.fragment:1024 instruction Limit (texture + arithmetic), temporary registers and 4 texture indirections.It is the possible to override these limits using #pragma profileoption directive.For example, #pragma pr
=tex2d (_maintex,in.uv_maintex); Half4 secondcolor=tex2d (_ Secondtex,in.uv_secondtex); float4 heightcolor=tex2d (_heightmap,in.uv_maintex); float redchannel=1- IN.VERTEXCOLOR.R; The vertex color R also stores the height data, 1 minus the height data stored in the height graph is the ratio of float RHEIGHT=HEIGHTCOLOR.R * REDCHANNEL; The r actual data of the height graph float invertheight=1-heightcolor.r;float finalheight= (invertheight * redchannel) *4;float finalBlend= Saturate (rheight + fin
) {fixed4 c = fixed4 (1,1,1,1); C.rgb = c * s.albed O;C.A = S.alpha;return C;}In the unlit illumination model function, no processing is done and no illumination is accepted.void Vert (inout appdata_full v,out Input o) {unity_initialize_output (input,o); Tangent_space_rotation;o.tan1=mul (ROTATION,UNITY_MATRIX_IT_MV[0].XYZ); O.tan2=mul (rotation,UNITY_MATRIX_IT_MV[1 ].XYZ);}In the vertex function, in order to correctly retrieve the spherical map, we need to multiply the tangent rotation matrix r
Surf (Input in, InOut surfaceoutput o) {half4 c = tex2d (_maintex, In.uv_maintex); O. Albedo = C.rgb;o. Alpha = C.A;} ENDCG} FallBack "Diffuse"}The book also adds a mix of colors to make the effect look more dazzling, not here.Transfer from Http://blog.csdn.net/huutu http://www.thisisgame.com.cnLearn about a function mentioned in the book LerpLerp interpolation functionfloat f = lerp (from,to,t) = from* (1-t) + to*tWhen t = 0 returns from, when t = 1 returns to. When t = 0.5 returns the mean of
(dot (o.normal,normalize (in.viewdir))), Rim=pow (Rim,_rimpower), O. Albedo = c.rgb;//So rim=0,o when the line of sight is perpendicular to the surface. Emission = 0. The closer the line of sightVertical, the smaller the reflection. O.emission= (Texcube (_CUBEMAP,IN.WORLDREFL). RGB * _reflectionamount) *rim;o. Specular=_specpower;o. Gloss=1.0;o. Alpha = C.A;} ENDCG} FallBack "Diffuse"}The code comment is already there.I drew a picture, too.The effect of the final implementationThe area where th
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