Camera’s Depth Texture
摘要:【Camera’s Depth Texture】 In Unity a Camera can generate a depth or depth+normals texture. This is a minimalistic G-buffer texture that can be used fo...
阅读全文
Gouraud Shading
摘要:【Gouraud Shading】 Gouraud Shading (高洛德着色/高氏着色) 这种着色的效果要好得多,也是在游戏中使用最广泛的一种着色方式。它可对3D模型各顶点的颜色进行平滑、融合处理,将每个多边形上的每个点赋以一组色调值,同时将多边形着上较为顺滑的渐变色,使其外观具有更强烈的实...
阅读全文
Flat Shading
摘要:【Flat Shading】 Per-vertex渲染技术是针对每个顶点进行渲染计算,然后把计算得到的颜色值和这个顶点关联起来。然后在多边形的面上进行颜色插值以后的平滑的渲染效果。这也叫做Gouraud Shading。在早起的OpenGL版本中,它是默认的渲染技术。 有的时候我们需要达到遮掩过...
阅读全文
Rendering with Replaced Shaders
摘要:【Rendering with Replaced Shaders】 It works like this: the camera renders the scene as it normally would. the objects still use their materials, but t...
阅读全文
Render Texture
摘要:【Render Texture】 Render Texturesare special types ofTexturesthat are created and updated at runtime. To use them, you first create a new Render Textu...
阅读全文
Vertex Lit
摘要:【Vertex Lit】 Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices. It's the fastes...
阅读全文
UsePass & GrabPass
摘要:【UsePass】 The UsePass command uses named passes from another shader.[Syntax] UsePass"Shader/Name" Inserts all passes with a given name from a given...
阅读全文
Texture Combiner
摘要:【Texture Combiner】 After the basic vertex lighting has been calculated, textures are applied. In ShaderLab this is done usingSetTexturecommand. SetT...
阅读全文
Color, Material, Lighting
摘要:【Color, Material, Lighting】 The material and lighting parameters are used to control the built-in vertex lighting. Vertex lighting is the standard Di...
阅读全文
UV mapping
摘要:【UV mapping】 UV mappingis the3D modelingprocess of making a 2D image representation of a 3D model's surface. This process projects atexture maponto ...
阅读全文
Shaders
摘要:【Shaders】1、Vertex-Lit,顶点光照着色器。 Vertex-Litis one of the simplest shaders.All lights shining on it are rendered in a single pass and calculated at vert...
阅读全文