对此,请使用CBUFFER_START(name)和CBUFFER_END宏: CBUFFER_START(MyRarelyUpdatedVariables) float4 _SomeGlobalValue; CBUFFER_END If you use a GPUcompute bufferorgraphics bufferto set the value of the variables, make sure the buffer and the constant buffer have matching data layouts on all graphic...
之后,与 interpolatedRay 相乘后再和世界空间下的摄像机位置相加,即可得到世界空间下的位置。然后根据材质属性_FogEnd 和 _FogStart 计算当前的像素高度 worldPos.y 对应的雾效系数 fogDensity, 再和参数_FogDensity 相乘后,利用 saturate 函数截取到[0 , 1]范围内,作为最后的雾效系数。最后使用该系数将雾的颜色...
//1.如果是后处理,可以直接用uv访问//vertex//当有多个RenderTarget时,需要自己处理UV翻转问题#if UNITY_UV_STARTS_AT_TOP //DirectX之类的if(_MainTex_TexelSize.y<0)//开启了抗锯齿o.uv.y=1-o.uv.y;//满足上面两个条件时uv会翻转,因此需要转回来#endif//fragmentfloatdepth=UNITY_SAMPLE_DEPTH(tex2D(...
protected void Start(){ CheckResource(); } //第一个参数指定了该特效需要使用的Shader,第二个参数则是用于后期处理的材质 protected Material CheckShaderAndCreateMaterial(Shader shader,Material material){ if(shader == null){ return null; } if(shader.isSupported && material && material.shader == sha...
frustumCorners.SetRow(2, topRight); frustumCorners.SetRow(3, topLeft); material.SetMatrix("_FrustumCornersRay", frustumCorners); material.SetFloat("_FogDensity", fogDensity); material.SetColor("_FogColor", fogColor); material.SetFloat("_FogStart", fogStart); ...
graphicsUVStartsAtTopReturns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. hasDynamicUniformArrayIndexingInFragmentShadersReturns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. ...
把变量定义在CBUFFER_START / CBUFFER_END中,只是为了放在缓冲区,这里没什么值得深究的。在纹理名字后加上“_ST”,获取纹理的Tiling和offset值,在inspector面板有显示此值。这里的real类型,要么是half要么是float,在Common.hlsl文件中有声明。在这里贴出简化后的代码:...
Any compilation issues will show up at the very bottom status bar of your Unity Editor screen, so keep an eye out for them. If you try to run your game with errors in the code, Unity won’t let you continue. Writing Code In the prior code example, there are two methods, Start and...
private GameObject _player; void Start() { _player = GameObject.FindGameObjectWithTag("Player"); } // Method 1 void Update () { // Every frame rotate around the X axis by 1 degree a // second (Vector3.right = (1,0,0)). transform.Rotate(Vector3.right * Time.deltaTime); } //...
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