, such as recording 4 images of the alpha, such as the height of the calculation of the terrain, altitude is recorded as 1, elevation must not recorded as 0.struct Input {float2 uv_ SHITOU_TEXTURE;FLOAT2 uv_cao_texture;float2 uv_shazi_texture;float2 uv_niba_texture;float2 uv_BlendTexture;}; void Surf (Input in, InOut surfaceoutput o) {float4 blenddata=tex2d (_blendtexture,in.uv_blendtexture);// Read all the mixed data from the grayscale graph recording the mixing coefficients float4 shitoudata=t
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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Pre
[Unity Shaders] explores the mechanism behind Surface Shader, shadersshader
Reprinted please indicate the source: http://blog.csdn.net/candycat1992/article/details/39994049
Preface
The mechanism behind Unity Surface Shader has always been a bit confusing for beginners. Unity Surface Shader is open to the public when it is in Unity 3.0. Its propaganda means also claim to allow everyone to easily write shader. However, due to lack of information, man
; //Pixel color NBSP;HALF3 Normal; //pixel normal vector half3 emission;//pixel divergence colors halfnbsp specular;//pixels of specular highlights half gloss;// Luminous intensity of pixels half alpha;//pixels transparent value}8,half4 c = tex2d (_maintex, In.uv_maintex); Text2d function: A method for sampling a point in a poster, returning FLOAT4, where the point on the _maintext is sampled and the RGB value of its color is given the pixel color of the output, and a value is given
This 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 ==========================================
In the previous article, we learned how to use the prope
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 ).
========================================================== ===================================================== =====
Pre
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 ).
========================================================== ===================================================== =====
Pre
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 ).
========================================================== ===================================================== =====
Pre
[Unity Shaders] Vertex Magic -- access Vertex color, unityshaders
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 ).
===========
using the GLSL shader step in OpenGL
The GLSL is suitable for both vertex shaders and fragment shaders.to use a shader object:1. Create a Shader object:Gluint glcreateshader (glenum type);Creates a shader object, the type value must be Gl_vertex_shader or Gl_fragment_shader. Error returns 02. The source of the shader is associated with the shader object:Glshadersource (Gluint shader, Glsizei count, con
[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
[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
Recently reading "Unity Shaders and Effects Cookbook", Chinese Version: "Unity Shader and screen effects development Secrets"SOURCE Download: https://www.packtpub.com/books/content/support/11712Color map: Https://www.packtpub.com/sites/default/files/downloads/5084OT_Images.pdfPDF English Version: http://vdisk.weibo.com/s/dCWbnaijI_d37I bought the Chinese version of the book image is black and white, can be compared with the English PDF color map and t
Https://learnopengl.com/Getting-started/Shaders adds the color attribute of the triangle vertex in the vertex shader, and the Chinese translation of this section is shown in the Chinese courseThe corresponding Python code is as follows:1 #!/usr/bin/env python2 #-*-coding:utf-8-*-3 4 Importsys, OS5 ImportOpengl.gl as GL6 ImportGLFW7 ImportNumPy as NP8 fromcTYPESImportc_void_p9 TenWin_width = 800 OneWin_height = 600 A -Vertexshadersource =""" - #versi
1, overview2, Understanding ShaderDefinition:code that define what's the material can do in the environmentClassification:Surface shader--Easy to write, influenced by lighting and other factorsVertex and Fragment Shader (Pixels)--very flexible, large code size, good written to improve rendering efficiency and reduce overheadFixed Function shader--fix pipeline Shader, to older hardware (in fact, it will be converted into a programmable Shader to execute)3, Shader Language in Unity 3DShaderlab: By
This paper in shaderx3 seems to have become the commom sense designed by the 3D Game Engine.
The following is an excerpt Based on the chapter title: Assigning shaders to Geometry
As mentioned in this Article, the shader of an object is divided into two types. One is the material of a static object, such as fur, concave and convex, and the other is a dynamic environment such as dynamic light and shade, Volume fog, and so on. When performing dynamic
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 ).
========================================================== ===================================================== =====
Pr
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 ).
========================================================== ===================================================== =====
Pre
Alpha to 0.5}endcg//the Ztest greater is set above, only the areas that are obscured are rendered. So the next place to render the area without occlusion. Zwrite onztest lequal//greater/gequal/less/lequal/equal/notequal/always/never/off default is LEqual if you want to draw the Z-value of the pixel The small remainder equals the value in the depth buffer, then replaces it with the new pixel color value. Cgprogram#pragma Surface Surf lambertsampler2d _maintex;struct Input {float2 uv_maintex;}; v
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