float3 NormalBlend(float3 A, float3 B); real4 frag(v2f i) : SV_Target { real4 texcolor=SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.texcoord); real4 normaltex1=SAMPLE_TEXTURE2D(_NormalTex,sampler_NormalTex,i.texcoordNor.xy); float3 TSnormal1=UnpackNormalScale(normaltex1,_Normal1Str);...
float fVar; 可以在同一语句中初始化变量。 复制 float fVar = 3.1f; 可以声明变量数组, 复制 int iVar[3]; 或 在同一语句中声明和初始化。 复制 int iVar[3] = {1,2,3}; 以下声明演示了 HLSL) 变量 (高级着色器语言的许多特征: 复制
float fVar; 可以在同一语句中初始化变量。 复制 float fVar = 3.1f; 可以声明变量数组, 复制 int iVar[3]; 或 在同一语句中声明和初始化。 复制 int iVar[3] = {1,2,3}; 以下声明演示了 HLSL) 变量 (高级着色器语言的许多特征: 复制
var POSTstack = VolumeManager.instance.stack; SSPRvolume = POSTstack.GetComponent<ScreenSpacePlaneReflection>();//获取自定义的volume组件的参数来控制反射的效果 float aspect = (float)Screen.height / Screen.width; SSRthreadInf.GroupThreadX = 8; SSRthreadInf.GroupThreadY = 8; SSRthreadInf.GroupY = ...
Normal mapping Specular mapping (using the alpha channel of the normalmap) Emissive mapping (colored!) Usage of all material terms (diffuse, ambient, specular, emissive, power and opacity) There is no support for point light attenuation as this would’ve gone over the 64 instructions limit of...
_BumpMap("Normal Map", 2D) = "bump" {} _RampTex("_RampTex", 2D) = "White" {} } SubShader { // URP的shader要在Tags中注明渲染管线是UniversalPipeline Tags { "RanderPipline" = "UniversalPipeline" "RanderType" = "Opaque" }
{varattr=type.GetCustomAttributes(typeof(GenerateHLSL),false).First()asGenerateHLSL;if(!sourceGenerators.TryGetValue(attr.sourcePath,outvargenerators)){generators=ListPool<ShaderTypeGenerator>.Get();sourceGenerators.Add(attr.sourcePath,generators);}//给对应路径的List添加上type对应的ShaderTypeGenerator/...
2017-08-05 10:37 −一、正态(高斯)分布(normal (Gaussian) distribution)的随机数 /* var nomarlRandmo = d3.random.normal(); console.log(nomarlRandom); function(){ ... aGod 0 1640 python2 随机数列生成器 2012-08-21 23:25 −#filename:randNumber.py import random while True: try: ...
var folder = instanceof(node); if(!ds_map_exists(global.PRESETS_MAP, folder)) return 0; var pres = global.PRESETS_MAP[? folder]; var amo = array_length(pres); var hh = line_get_height() + ui(8); var _h = amo * (hh + ui(4)) + ui(32); _h += amo * (hh + ui(4...
{ var src = renderer.cameraColorTarget; //var dest = RenderTargetHandle.CameraTarget; if(settings.shader == null){ Debug.LogWarningFormat("shader丢失",GetType().Name); return; } //将当前渲染的colorRT传到Pass中 m_ScriptablePass.Setup(src); //将Pass添加到渲染队列中 renderer.EnqueuePass(m_...