#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 position; layout(push_constant, std430) uniform Params { mat4 model_matrix; mat4 view_matrix; mat4 proj_matrix; } params; layout(location = 0) out vec4 uv_interp; void main() { uv_interp = vec4(position.x, ...
//UV=UV*uv1_scale.xy+uv1_offset.xy; MODELVIEW_MATRIX=VIEW_MATRIX* mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]); MODELVIEW_NORMAL_MATRIX= mat3(MODELVIEW_MATRIX); } // 计算极坐标UV vec2 coordinates(vec2 uv,vec2 center,float scale,float repeat)...
//UV=UV*uv1_scale.xy+uv1_offset.xy; MODELVIEW_MATRIX=VIEW_MATRIX* mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]); MODELVIEW_NORMAL_MATRIX= mat3(MODELVIEW_MATRIX); } // 计算极坐标UV vec2 coordinates(vec2 uv,vec2 center,float scale,float repeat)...
GodotShader源代码: shader_typespatial;render_modeskip_vertex_transform;uniformsampler2DAlbedoTexture:hint_default_white;uniformsampler2DRoughnessTexture:hint_roughness_r;uniformsampler2DNormalTexture:hint_normal;uniformfloatNormalDepth=1.0;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=n...
用户可以关闭内置模型视图变换(英文:modelview transform,注:但投影(projection)依然会发生),并使用如下代码手动实现: shader_type spatial;render_mode skip_vertex_transform;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=(MODELVIEW_MATRIX*vec4(NORMAL,0.0)).xyz;// same as above...
In Stride, Transform components contain a LocalMatrix and a WorldMatrix that are updated in every Update frame. If you need to force an update sooner than that you can use TranformComponent.UpdateLocalMatrix(), Transform.UpdateWorldMatrix(), or Transform.UpdateLocalFromWorld() to do so, depen...
The geometry normals used for per-vertex shading were not normalized prior to their use, causing vertex shading to be either too bright or too dark depending on the overall scale of the model matrix, especially specular shading. BeforeThis PR TODO: Port fixes to Mobile renderer. Port fixes ...
Use MODELVIEW_MATRIX when on double precision (GH-75462). Move sky luminance scaling to before fog is applied (GH-75812). Clamp normal when calculating 2D lighting to avoid artifacts (GH-76240). Rework particle turbulence (GH-77154). (Re-)Implement Light3D.shadow_reverse_cull_face (GH-7723...
光函数会对每一个光源进行逐像素调用,并且会对每一种光源类型循环调用。 下面是一个使用兰博特光照模型(Lambertian lighting model)的自定义光函数的范例: voidlight(){DIFFUSE_LIGHT+=dot(NORMAL,LIGHT)*ATTENUATION*ALBEDO;} 如果你想让光照叠加,可以使用+=运算符将各个光叠加到DIFFUSE_LIGHT。
Vector and matrix types can now be edited directly (no pop-ups). Subresources can now be edited directly within the same inspector. Layer names can now be displayed in the inspector. Proper editing of arrays and dictionaries. Ability to reset any property to its default value. Improved animat...