_Object2World:当前的模型矩阵,用于将顶点/方向矢量从模型空间变换到世界空间 _World2Object:_Object2World的逆矩阵,用于将顶点/方向矢量从世界空间变换到模型空间 UNITY_MATRIX_MV,在正交时(仅旋转),UNITY_MATRIX_T_MV就是它的逆矩阵。如果考虑统一缩放k,逆矩阵乘1/k。如果只变换方向矢量,取UNITY_MATRIX_T_MV...
float4 UnityObjectToClipPos(in float3 pos){ //先通过mul(_Object2World, float4(pos, 1.0)) 将顶点从模型空间转换到世界空间 //然后再通过UNITY_MATRIX_VP进行观察和投影变换,转换到裁剪空间 return mul(UNITY_MATRIX_VP, mul(_Object2World, float4(pos, 1.0))); } //Unity5.3.6及以上可用 v2f v...
v2f o; float4x4 modelMatrix = _Object2World; float4x4 modelMatrixInverse = _World2Object; float3 normalDirection = normalize(mul(i.normal, modelMatrixInverse)).xyz; float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix, i.vertex).xyz); float4 pos = i.vertex + (i.norm...
就是unity_ObjectToWorld,那么这个矩阵的内容是什么呢,没错,就是这个模型相对于世界空间原点的缩放,...
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/MyShader10_1" { Properties { _Color ("Color Tint", COlor) = (1,1,1,1) ...
1. World Matrix - Transforms 3D data from Model Space into World Space. You need to set this before rendering every entity in your world.2. View Matri
原来手动乘以MVP矩阵,现用UnityObjectToClipPos()函数解决 -_World2Object矩阵名称更新 // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' 老代码: fixed3 worldNormal = normalize(mul(v.normal, (float3x3)_World2Object));
name(“display name”,2D)=numbername(“display name”,Cube)=numbername(“display name”,3D)=number// 后面texGen 是纹理生成模式(ObjectLinear , SphereMap,CubeReflect,CubeNormal),一般自定义的shader不会使用这些模式name(“display name”,3D)="white"{texGen Eyeliner} ...
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_World2Shadow[0], mul( _Object2World, v.vertex ) ); inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) { #if defined(SHADOWS_NATIVE) fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); ...
2D 对象 (2D Object) 二维投影 (dimetric projection) 等距投影 (isometric projection) 精灵图集 (sprite atlas) ■2D 物理术语 刚体类型 (Body Type) 2D 固定关节 (Fixed Joint 2D) 2D 物理材质 (Physics Material 2D) 2D 相对关节 (Relative Joint 2D) ...