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* Shader Reference 着色器参考 * Writing Surface Shaders 编写表面着色器 1. Surface Shader Examples 表面着色器示例 2. Custom Lighting models in Surface Shaders 表面着色器中的自定义光照模式 3. Surface Shader Lighting Examples 表面着色器光照示例 4. Surface Shaders with DX11 Tessellation DX11曲面细分表面着色器 * Writing vertex and fragment shaders* 编写顶点和片段着色器 1. Vertex and Fragment Shader Examples 顶点和片段着色器示例 2. Accessing shader properties in Cg 在Cg中访问着色器属性 3. Providing vertex data to vertex programs 传递顶点数据到顶点程序 4. Built-in shader include files 内置着色器包含文件 5. Predefined shader preprocessor macros 预定义的着色器预处理宏 6. Built-in state variables in shader programs 在着色器程序中的内置状态变量 7. GLSL Shader Programs OpenGL着色语言 ShaderLab syntax: Shader 着色器语法:Shader ShaderLab syntax: Properties 着色器语法:Properties ShaderLab syntax: SubShader 着色器语法:SubShader ShaderLab syntax: Pass 着色器语法:Pass 1. ShaderLab syntax: Color, Material, Lighting 着色器语法:Color, Material, Lighting 2. ShaderLab syntax: Culling & Depth Testing 着色器语法:Culling & Depth Testing 3. ShaderLab syntax: Texture Combiners 着色器语法:Texturing翻译:量 需要更新 4. ShaderLab syntax: Fog 着色器语法:Fog 5. ShaderLab syntax: Alpha testing 着色器语法:Alpha testing 6. ShaderLab syntax: Blending 着色器语法:Blending 7. ShaderLab syntax: Pass Tags 着色器语法:Pass Tags 8. ShaderLab syntax: Name 着色器语法:Name 9. ShaderLab syntax: BindChannels 着色器语法:BindChannels 10. ShaderLab syntax: Stencil * ShaderLab syntax: UsePass 着色器语法:UsePass * ShaderLab syntax: GrabPass 着色器语法:GrabPass * ShaderLab syntax: SubShader Tags * * 着色器语法:SubShader Tags * ShaderLab syntax: Fallback 着色器语法:Fallback * ShaderLab syntax: CustomEditor * ShaderLab syntax: other commands 着色器语法:其他命令 * Advanced ShaderLab topics 高级ShaderLab主题 1. Unity's Rendering Pipeline Unity的渲染流水线 2. Performance Tips when Writing Shaders 编写着色器时的性能技巧 3. Rendering with Replaced Shaders 使用替换着色器来渲染 4. Custom Material Editors 5. Using Depth Textures 使用深度纹理 6. Camera's Depth Texture 摄像机的深度纹理 7. Platform Specific Rendering Differences 特定平台的渲染差异翻译:Amazonzx 8. Shader Level of Detail 着色器的细节层次技术 * ShaderLab builtin values ShaderLab内置值