unityshader权威指南—中文翻译

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1、UnityShader权威指南中文翻译目录:1. Shaders 着色器1.1 Built-in Shader Guide 内置着色器指南1.1.1 Materials and Shaders 材质与着色器1.1.2 Performance of Unity shaders Unity 着色器的性能1.1.3 Normal Shader Family 标准着色器家族1.1.3.1 Vertex Lit 顶点光照着色器1.1.3.2 Diffuse 漫反射着色器1.1.3.3 Specular 高光着色器1.1.3.4 Bumped Diffuse 法线贴图漫反射着色器1.1.3.5 Bumpe

2、d Specular 法线贴图高光着色器1.1.3.6 Parallax Diffuse 视差漫反射色器1.1.3.7 Parallax Bumped Specular 视差法线高光着色器1.1.3.8 Decal 贴花着色器1.1.3.9 Diffuse Detail 漫反射细节着色器1.1.4 Transparent Shader Family 透明着色器家族1.1.4.1 Transparent Vertex-Lit 透明顶点着色器1.1.4.2 Transparent Diffuse 透明漫反射着色器1.1.4.3 Transparent Specular 透明高光着色器1.1.4.4

3、 Transparent Bumped Diffuse 透明法线漫反射着色器1.1.4.5 Transparent Bumped Specular 透明法线高光着色器1.1.4.6 Transparent Parallax Diffuse 透明视差漫反射着色器1.1.4.7 Transparent Parallax Specular 透明视差高光着色器1.1.5 Transparent Cutout Shader Family1.1.5.1 Transparent Cutout Vertex-Lit1.1.5.2 Transparent Cutout Diffuse1.1.5.3 Transp

4、arent Cutout Specular1.1.5.4 Transparent Cutout Bumped Diffuse1.1.5.5 Transparent Cutout Bumped Specular1.1.6 Self-Illuminated Shader Family1.1.6.1 Self-Illuminated Vertex-Lit1.1.6.2 Self-Illuminated Diffuse1.1.6.3 Self-Illuminated Specular1.1.6.4 Self-Illuminated Normal mapped Diffuse1.1.6.5 Self-I

5、lluminated Normal mapped Specular1.1.6.6 Self-Illuminated Parallax Diffuse1.1.6.7 Self-Illuminated Parallax Specular1.1.7 Reflective Shader Family1.1.7.1 Reflective Vertex-Lit1.1.7.2 Reflective Diffuse1.1.7.3 Reflective Specular1.1.7.4 Reflective Bumped Diffuse1.1.7.5 Reflective Bumped Specular1.1.7

6、.6 Reflective Parallax Diffuse1.1.7.7 Reflective Parallax Specular1.1.7.8 Reflective Normal Mapped Unlit1.1.7.9 Reflective Normal mapped Vertex-lit2 Shader Reference 着色器参考2.1 ShaderLab syntax: Shader着色器语法:Shader2.1.1 ShaderLab syntax: Properties着色器语法:属性2.1.2 ShaderLab syntax: SubShader着色器语法:子着色器2.1.

7、2.1 ShaderLab syntax: Pass着色器语法:传递2.1.2.1.1 ShaderLab syntax: Color, Material, Lighting着色器语法:颜色,材质,光照2.1.2.1.2 ShaderLab syntax: Culling & Depth Testing着色器语法:剪裁和深度检测2.1.2.1.3 ShaderLab syntax: Texturing着色器语法:纹理贴图2.1.2.1.4 ShaderLab syntax: Fog着色器语法:雾2.1.2.1.5 ShaderLab syntax: Alpha testing着色器语法:透明检

8、测2.1.2.1.6 ShaderLab syntax: Blending着色器语法:混合2.1.2.1.7 ShaderLab syntax: Pass Tags 着色器语法: 渲染通道标签2.1.2.1.8 ShaderLab syntax: Name着色器语法:名字2.1.2.1.9 ShaderLab syntax: BindChannels 着色器语法:绑定频道2.1.2.2 ShaderLab syntax: UsePass着色器语法:调用渲染通道2.1.2.3 ShaderLab syntax: GrabPass着色器语法:抓取渲染通道2.1.2.4 ShaderLab synt

9、ax: SubShader Tags 着色器语法:子着色器标签2.1.3 ShaderLab syntax: Fallback 着色器语法:Fallback2.1.4 ShaderLab syntax: other commands 着色器语法:其他命令2.2 Writing Surface Shaders编写表面着色器2.2.1 Surface Shader Examples表面着色器示例2.2.2 Custom Lighting models in Surface Shaders表面着色器中的自定义光照模式2.2.3 Surface Shader Lighting Examples表面着色

10、器光照示例2.3 Writing vertex and fragment shaders编写顶点和片段着色器2.3.1 Accessing shader properties in Cg在Cg中访问着色器属性2.3.2 Providing vertex data to vertex programs传递顶点数据到顶点程序2.3.3 Built-in state variables in shader programs 内置着色器编程状态参数2.3.4 GLSL Shader ProgramsOpenGL着色语言2.4 Advanced ShaderLab topics2.4.1 Unitys

11、Rendering Pipeline Unity的渲染管线2.4.2 Performance Tips when Writing Shaders 优化,写着色器的窍门2.4.3 Rendering with Replaced Shaders 使用代替渲染器来渲染2.4.4 Using Depth Textures 使用深度贴图2.4.5 Cameras Depth Texture 摄像机深度贴图2.4.6 Platform Specific Rendering Differences 不同平台的渲染差异2.4.7 Shader Level of Detail 着色器的细节等级2.5 Shade

12、rLab builtin values ShaderLab内置数值3 Tutorial3.1 Tutorial: ShaderLab & Fixed Function Shaders教程:ShaderLab和固定功能着色器3.2 Tutorial: Vertex and Fragment Shaders教程:顶点和片段着色器3.3 Tutorial: Surface Shaders教程:表面着色器4 Unity 3.x Shader Conversion Guide Unity 3.x着色器转换指南ShadersAll rendering in Unity is done withShader

13、s- small scripts that let you configure the how the graphics hardware is set up for rendering. Unity ships with 60+ built-in shaders (documented in theBuilt-in Shader Guide). You can extend this by making your own shaders.Shaders in Unity can be written in one of three different ways: Surface Shader

14、swill probably be your best bet. Write your shader as a surface shader if it needs to interact properly with lighting, shadows, projectors, etc. Surface shaders also make it easy to write complex shaders in a compact way - its a higher level of abstraction. Lighting for most surface shaders can be c

15、alculated in a deferred manner (the exception is some very custom lighting models), which allows your shader to efficiently interact with many realtime lights. You write surface shaders in a couple of lines ofCg/HLSLand a lot more code gets auto-generated from that. Vertex and Fragment Shaderswill be required, if you need some very exotic effects that the surface shaders cant handle, if your shader doesnt need to interact with lighting or if its an image effect. Shader programs written th

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