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转载 ShaderGraph常用节点总结-----Input Nodes 输入节点

http://note.youdao.com/noteshare?id=c6be08f98f1decced717709b4db9adab

2018-07-23 17:25:03 1587

转载 ShaderGraph常用节点总结----Channel Nodes 通道节点

http://note.youdao.com/noteshare?id=80439bf472bc88e7cb85bf8f7a369a5d

2018-07-23 17:24:26 3230

转载 ShaderGraph常用节点总结-----Artistic Nodes 艺术节点

http://note.youdao.com/noteshare?id=83b9f7c93ddf00cf4b5c6552492eee9e

2018-07-23 17:23:50 1196

转载 ShaderGraph常用节点总结-----MasterNode主节点

http://note.youdao.com/noteshare?id=80439bf472bc88e7cb85bf8f7a369a5d

2018-07-23 17:22:05 3182 1

转载 UnityShader高级篇——运动模糊(使用速度映射图实现)

原理:像素的当前帧的NDC坐标(x,y值由uv映射而来,z值由深度值映射而来)——(使用_CurrentViewProjectionInverseMartix变换,并除以w分量)—— 像素的世界坐标 ——(使用_PreviousViewProjectionMatrix变换,并除以w分量)—— 像素的前一帧的NDC坐标 —— (当前帧NDC-前一帧NDC)—— 速度1.此代码挂在摄像机上,使摄像机运...

2018-03-16 11:09:16 6073 1

转载 UnityShader高级篇——运动模糊(使用图像叠加实现)

1.此代码挂在摄像机上,使摄像机运动起来using UnityEngine;using System.Collections;public class Translating : MonoBehaviour { public float speed = 10.0f; public Vector3 startPoint = Vector3.zero; public Vector3 en...

2018-03-15 11:53:54 2732

转载 UnityShader高级篇——Bloom效果

1.将此脚本挂在相机上using System.Collections;using System.Collections.Generic;using UnityEngine;public class Bloom : PostEffectsBase{ public Shader BloomShader; private Material _bloomMaterial = ...

2018-03-14 19:18:40 6700 1

转载 UnityShader高级篇——高斯模糊

1.此代码放到Camera上using System.Collections;using System.Collections.Generic;using UnityEngine;public class GaussianBlur : PostEffectsBase{ public Shader GaussianBlurShader; private Material _...

2018-03-12 19:09:08 2029

转载 UnityShader高级篇——边缘检测

1.此脚本挂在摄像机上using System.Collections;using System.Collections.Generic;using UnityEngine;public class EdgeDetection : PostEffectsBase { //声明需要的Shader,并据此创建材质 public Shader EdgeDetectShader; ...

2018-03-08 10:08:52 1926

转载 UnityShader高级篇——调整屏幕亮度、饱和度、对比度

1.此脚本挂在摄像机上using System.Collections;using System.Collections.Generic;using UnityEngine;public class BrightnessSaturationAndContrast : PostEffectsBase //继承自基类PostEffectsBase{ //指定的Shader,对应名...

2018-03-06 13:26:55 5192 2

转载 UnityShader高级篇——屏幕后处理脚本系统

创建一个用于屏幕后处理效果的基类,检查一系列条件是否满足using UnityEngine;using System.Collections;[ExecuteInEditMode] //在编辑器状态下也可以执行脚本来查看效果[RequireComponent (typeof(Camera))] //绑定摄像机组件public class PostEffectsBase : MonoBeh...

2018-03-05 19:46:53 823

转载 UnityShader中级篇——顶点动画的阴影效果

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 11/Vertex Animation With Shadow"{ Properties { //河流纹理 _MainTex ("Main Tex"...

2018-03-05 18:12:18 1063

转载 UnityShader中级篇——广告牌

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'Shader "Unity Shaders Book/Chapter 11/Billboar...

2018-03-05 17:21:15 2498 1

转载 UnityShader中级篇——流动的河流

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 11/Water"{ Properties { //河流纹理 _MainTex ("Main Tex", 2D) = "white" {} ...

2018-03-05 15:00:42 3756

转载 UnityShader中级篇——滚动的背景

Shader "Unity Shaders Book/Chapter 11/ScrollingBackground"{ Properties { //第一层(较远)背景纹理 _MainTex("Base Layer(RGB)", 2D) = "white" {} //第二层背景(较近)纹理 _DetailTex("2nd Layer(RGB)", 2D) = "whit...

2018-03-05 14:59:12 794

转载 UnityShader中级篇——序列帧动画

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 11/ImageSequenceAnimation"{ Properties { _Color("Color Tint",Color) = (1,1,1...

2018-03-02 16:40:41 1494

转载 UnityShader中级篇——程序纹理

1.使用单张纹理shader// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapt...

2018-03-02 14:48:42 783

转载 UnityShader中级篇——玻璃效果

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'Uni...

2018-03-01 19:43:45 5836 2

转载 UnityShader中级篇——镜子效果

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 10/Mirror"{...

2018-03-01 15:27:16 5245 3

转载 UnityShader中级篇——标准材质Bumped Specular

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Common/Bumped Specul...

2018-03-01 11:49:39 1713

转载 UnityShader中级篇——菲涅尔反射

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 10/Fresnel"...

2018-02-28 18:31:34 2126

转载 UnityShader中级篇——折射

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 10/Refractio...

2018-02-28 16:05:49 1948

转载 UnityShader中级篇——反射

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unity Shaders Book/Chapter 10/Reflectio...

2018-02-28 15:35:52 361

转载 UnityShader中级篇——创建用于环境映射的立方体纹理

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;public class RenderCubemapWizard : ScriptableWizard{ public Transform renderFromPosition; p...

2018-02-28 15:07:46 581

转载 UnityShader中级篇——透明物体的阴影(透明度测试)

Shader"Unity Shaders Book/Chapter 9/AlphaTestWithShaow"{ Properties { _Color("Color Tint", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "White" {} //控制透明度测试时的阈值,决定调用clip进行透明度测试时使用的判定条件,纹理像素的透明...

2018-02-26 10:55:41 5556

转载 UnityShader中级篇——使物体接受阴影

Shader "Unity Shaders Book/Chapter 9/Shadow"{ Properties { _Diffuse("Diffuse", Color) = (1,1,1,1) //控制高光反射的颜色 _Specular("Specular", Color) = (1,1,1,1) //控制高光区域的大小 _Gloss("Gloss", Rang...

2018-02-25 15:55:50 9506

转载 UnityShader中级篇——前向渲染中Base Pass 与Additional Pass

// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'Shader "Unity Shaders Book/Chapter 9/ForwardRendering"{ Pr...

2018-02-25 11:19:07 2166

转载 UnityShader初级篇——透明度混合

1.透明度混合必须关闭深度写入,开启混合模式Shader"Unity Shaders Book/Chapter 8/Alpha Blend"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "White" {} //在透明纹理的基础上控制整体的透明度 _Alp

2017-12-10 18:31:08 1260

转载 UnityShader初级篇——透明度测试

1.透明度测试,只要一个片元的透明度不能满足条件,该片元就会被舍弃,不在进行处理,否则会按照普通不透明物体处理Shader"Unity Shaders Book/Chapter 8/Alpha Test"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "Wh

2017-12-10 18:07:55 1281

转载 UnityShader初级篇——遮罩纹理

1.遮罩纹理可以保护某些区域,使其免受修改Shader"Unity Shaders Book/Chapter 7/Mask Texture"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) _MainTex("Main Tex", 2D) = "white" {} _BumpMap ("Normal Map

2017-12-10 14:40:41 1341

转载 UnityShader初级篇——渐变纹理

1.使用渐变纹理来控制漫反射光照的结果Shader"Unity Shaders Book/Chapter 7/Ramp Texture"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) //"White是内置纹理名字,即全白纹理,{}是初始值" _RampTex("Ramp Text", 2D) = "white"

2017-12-10 13:57:26 1394

转载 UnityShader初级篇——凹凸映射

1.在切线空间下计算Shader "Unity Shaders Book/Chapter 7/Normal Map In Tangent Space"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) _MainTex("Main Tex", 2D) = "White" {} //法线纹理,bump是内置法线纹理

2017-12-10 10:48:28 1028

转载 UnityShader初级篇——单张纹理

1.单张纹理的实现Shader"Unity Shaders Book/Chapter 7/SingleTexture"{ Properties { _Color ("Color Tint", Color) = (1,1,1,1) //"White是内置纹理名字,即全白纹理,{}是初始值" _MainTex("MainTex", 2D) = "White" {} _Spec

2017-10-22 12:08:08 364

转载 UnityShader初级篇——BlinnPhong光照模型

1.BlinnPhong光照模型引入新矢量h:h = normalize(视角方向+ 光照方向);公式:高光光照 = (光照颜色与强度 * 高光反射系数)* pow(saturate(dot(法线方向,h)),高光范围系数);Shader "Unity Shaders Book/Chapter 6/BlinnPhong"{ Properties { _Diff

2017-10-15 18:20:08 414

转载 UnityShader初级篇——实现逐像素高光反射光照模型

1.实现逐像素高光反射光照模型高光反射部分的计算是非线性的,顶点着色器中计算光照再进行插值的过程是线性的,破坏了原计算的非线性关系,会出现较大的视觉问题,于是需使用逐像素方法。Shader "Unity Shaders Book/Chapter 6/Specular Pixel-Level"{ Properties { _Diffuse ("Diffuse", Color

2017-10-15 15:53:09 889

转载 UnityShader初级篇——实现逐顶点高光反射光照模型

1.实现高光反射光照模型公式:高光反射光照值 = (光的颜色和强度 * 高光反射系数) * pow(saturate(dot(视角方向 ,反射方向)), 高光范围系数);反射方向 = reflect(入射方向,法线方向);Shader "Unity Shaders Book/Chapter 6/Specular Vertex-Level"{ Properti

2017-10-15 14:55:35 674

转载 UnityShader初级篇——使用半兰伯特光照模型

1.使用半兰博光照模型计算公式:漫反射光照 = (光照颜色与强度 * 漫反射颜色)* (dot(法线方向 ,光照方向) * 0.5 + 0.5);作用:解决背光面阴暗无细节的问题,但仅仅是视觉加强,没有任何物理依据。Shader "Unity Shaders Book/Chapter 6/HalfLambert"{ Properties {

2017-10-15 13:44:05 1336

转载 UnityShader初级篇——实现逐像素漫反射光照模型

1.UnityShader初级篇——实现逐像素漫反射光照模型// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'Shader "Unity Shaders Book/Chapter 6/Diffuse Pixel-Level"{ Properties { //定义属性,控制材质的漫反射颜色

2017-10-15 13:29:34 419

转载 UnityShader初级篇——实现逐顶点漫反射光照模型

1.在UnityShader中实现漫反射光照模型Shader "Unity Shaders Book/Chapter 6/Diffuse Vertex-Level"{ Properties { //定义属性,控制材质的漫反射颜色 _Diffuse ("Diffuse", Color)=(1,1,1,1) } SubShader { Pass {

2017-10-15 12:30:11 482

转载 UnityShader初级篇——使用假色彩图像调试代码

1.使用假色彩图像可视化模型数据Shader "Unity Shader Book/Chapter 5/DebugFalseColor"{ SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" stru

2017-10-12 19:54:32 653

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