float4 color = SAMPLE_TEXTURE2D(_Control1, sampler_Control1, uv + d.xy); color += SAMPLE_TEXTURE2D(_Control1, sampler_Control1, uv); color += SAMPLE_TEXTURE2D(_Control1, sampler_Control1, uv + d.zy); color += S
float depth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos))); 1. 其中,UNITY_SAMPLER_DEPTH是在HLSLSupport.cginc中定义的,用以获取r通道储存的深度值: // Deprecated; use SAMPLE_DEPTH_TEXTURE & SAMPLE_DEPTH_TEXTURE_PROJ instead #if defined(SHADER_API_PSP2) #...
float4 color = SAMPLE_TEXTURECUBE(textureName, sampler_textureName, dir); float4 color = SAMPLE_TEXTURECUBE_LOD(textureName, sampler_textureName, dir, lod); // uses 3D uv coord (named dir here, as it is typically a direction) // TextureCubeArray TEXTURECUBE_ARRAY(textureName); SAMPLER(s...
这里示范了 2种 手动lod模式 分别是 Grad采样 与直接计算lod. 实际dx11端游项目中,我更喜欢用Grad采样,unity某些版本的texture2DArray不带这个api,需要手动给 HLSLSupport.cginc 加入定义 #define UNITY_SAMPLE_TEX2DARRAY_GRAD(tex,coord,dx,dy) tex.SampleGrad (sampler##tex,coord,dx,dy) 三、采样器Point模式...
This makes the derivative wrong and the GPU will use the coarsest level of mipmap to sample the color because it thinks the texture is being projected to a really small area. This makes the color become grayish. The solution to it is to use tex2DGrad(texture, uv, ddx(uv), ddy(uv)...
This makes the derivative wrong and the GPU will use the coarsest level of mipmap to sample the color because it thinks the texture is being projected to a really small area. This makes the color become grayish. The solution to it is to use tex2DGrad(texture, uv, ddx(uv), ddy(uv)...
sqrt 返回输入值的平方根。 step 返回(x >= a)? 1 : 0。 tan 返回输入值的正切值。 fanh 返回输入值的双曲线切线。 transpose 返回输入矩阵的转置。 tex1D* 1D纹理查询。 tex2D* 2D纹理查询。 tex3D* 3D纹理查询。 texCUBE* 立方纹理查询。
5.2.2 模型数据从哪里来,和01效果一样,只是多一步定义结构体获取模型数据 可以用UE4材质编辑器象征性还原一下,着色模型=无光照UE4已经为我们做好了大量的封装,这也是我需要学习unity代码的原因 Shader03_P105 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "...
SAMPLE_TEXTURE2D_LOD(textureName, sampler_textureName, uv, 0);其他一些纹理类型包括:Texture2DArray...
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