Unity provides a handful of built-in global variables for your shaders: things like current object’s transformation matrices, light parameters, current time and so on. You use them inshader programslike any other variable, the only difference is that you don’t have to declare them - they ...
在Shader中,数据传递主要通过属性(Properties)、全局变量(Global Variables)、Uniform变量和Varying变量等方式来实现。 属性(Properties) 属性是一种在Shader中定义的用于接收外部输入数据的变量。在Unity3D中,属性可以通过Material.SetXXX()方法从脚本中传递给Shader。属性通常用于传递材质贴图、颜色、透明度等信息。 示例...
UnityCG.cginc- commonly used global variables and helper functions. UnityCG.cginc :常用的全局变量和辅助函数 AutoLight.cginc- lighting & shadowing functionality, e.g.surface shadersuse this file internally. AutoLight.cginc :灯光和阴影功能,例如surface shaders 内在地使用此文件。 Lighting.cginc- standard...
缺点:耗费GPU,因为GPU执行过程是一个单元一个单元并行的,non-uniform variables会打断这个并行,因为有的单元去处理另一个分支,有的去处理相反的分支,如果一个处理完,另一个就会等待另一个,uniform variables的值,是所有的单元都去处理其中一个分支,性能会相对好 Note:所有的分支都会编译成程序,写进shader里面,这会...
打开"UnityCG.cginc",能看到22行包含了一个叫做"UnityShaderVariables.cginc"的头文件,再打开瞧瞧。搜索unity_ObjectToWorld。找到如下代码片段 CBUFFER_START(UnityPerDraw) float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4 unity_LODFade; // x is the fade value ranging within [0,1]....
BuildIn Variables 内置变量相关 Camera and Screen、Time Lighting(ForwardBase & ForwardAdd)、Fog and Ambient、GPU Instancing Predefined Macros Unity官方预定义的宏 Target platform、Shader target model、Unity version、Platform difference helpers、UI、Lighting ...
Variables shader integradas GLSL Shader programs Shader variants and keywordsYou can write shader snippets that share common code, but have different functionality when a given keyword is enabled or disabled. When Unity compiles these shader snippets, it creates separate shader programs for the ...
#include "UnityShaderVariables.cginc" #include "UnityInstancing.cginc" #include "UnityStandardConfig.cginc" #include "UnityStandardInput.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "UnityStandardBRDF.cginc" ...
#include "UnityShaderVariables.cginc" #include "UnityInstancing.cginc" #include "UnityStandardConfig.cginc" #include "UnityStandardInput.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "UnityStandardBRDF.cginc" ...
// Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } SubShader { Tags {"RenderType"="Opaque""IgnoreProjector"="True"} LOD 100 UsePass"YY/BasicShaders/UNLIGHT" ...