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[Unity Shaders] Summary of Unity Shaders and Effects Cookbook, shadersmodcore
My nagging
Unconsciously, it has been nearly ten months since I published my first article about Unity
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
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
selected according to requirements.struct Appdata_base { float4 vertex:position; FLOAT3 Normal:normal; Float4 texcoord:texcoord0;}; struct Appdata_tan { float4 vertex:position; FLOAT4 tangent:tangent; FLOAT3 Normal:normal; Float4 texcoord:texcoord0;};3. Use the vertex color as the output in the surf () function.void Surf (Input in, InOut surfaceoutput o) {o.albedo=in.vertexcolor;}Full shader codeShader "Cookbookshaders/chapt7-1/vertexcolor" {Properties {_maintex ("Base (RGB
= tex2d (_maintex, In.uv_maintex); O. Albedo = C.rgb;o. Alpha = C.A;} ENDCG} FallBack "Diffuse"}Select the new Shader in the Material, and then drag the material to a point near the Sphere body, you will find the original near a point of the Sphere is a little farther Sphere covered!Unity provides a number of default render queues.Background: Background, first rendered, used for sky boxes, etc. Render Queue Value =1000Geometry: Geometry, default rend
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
, 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
:_cutoff is specified in the #pragma statement#pragma surface surf Lambert alphatest:_cutoffWhen Alphatest:_cutoff is specified, our shader becomes a transparent clipping shader. When the Alpha value of the fragment 2. Assign the channel value to O.alphaO.alpha = C.R;According to the above, I thought the workflow was like this.Float _cutoff=0.5o. Alpha = texture. Rif (O.alpha But looking at unity-generated shader code discovery is using the Clip () fu
=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
(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
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
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/
[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 Shader
[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
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
. They skillfully use the vertex color itself and the value of its alpha channel to simulate transitions from flames to smoke. The following code, though with only one line, plays a key role:O.color = _mmultiplier * _color * V.COLOR;Shader allows us to be in the panel (via_mmultiplierAnd_colorAdjusts the overall color based on the vertex color and stores the result inv2fIn Note that the vertex color here, that is, v. Color , contains important transparency information, the transparent transition
(I.viewspacepos, c);} ENDCG}} FallBack "Diffuse"}written in the lastthe Unity document reads:Note that if the useFragment Programs, Fog settings of the shader would still be applied. On platforms where there is no fixed function Fog functionality, Unity would patch shaders at runtime-to-support the Reques Ted Fog mode.that is, even if we are using our own fragme
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 t
[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 auth
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