UV变换主要是在这句代码,TRANSFORM_TEX是Unity内置函数 o.uv = TRANSFORM_TEX(i.texcoord,_MainTex); 可以理解为等价与下面的代码 o.uv.zw = v.uv.xy*_MainTex_ST.xy+_MainTex_ST.zw;//控制uv 这里是计算兰伯特光照的地方,我们获取到光源对象,在获得光线颜色和光照方向。计算兰伯特的公式是Normal 点乘 Light...
vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); half4 col; col.r = 0; col.g = 0; col.b = main.a; col.a = 0; return col; } ENDHLSL } ...
SAMPLER(sampler_MainTex); TRANSFORM_TEX用于对纹理坐标进行偏移和缩放 o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); 一些坐标转换函数 float3 worldPos = TransformObjectToWorld(v.vertex.xyz); half3 worldNormal = TransformObjectToWorldNormal(v.normal); SAMPLE_TEXTURE2D对纹理进行采样,传入参数(纹理,...
uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } half4 frag (v2f i) : SV_Target { half4 col = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,i.uv); col.rgb = col.rgb * _Brightness; return col; } ENDHLSL } } } Volume using UnityEngine; using UnityEngine.Rendering; using ...
uv = TRANSFORM_TEX(v.uv, _MainTex); o.normal = UnityObjectToWorldNormal(v.normal); o.normal = normalize(o.normal); return o; } fixed4 frag(v2f i) : SV_Target { float3 diffColor = 0; float3 specColor = 0; float3 DirectLightResult = diffColor + specColor; float3 iblDiffuse...
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); return output; } half4 LitPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); //---输入数据--- float2 UV = input.uv; half4 color = SAMPLE_TEXTURE2D(_BaseMap...
half2 fuzzUV = TRANSFORM_TEX(UV, _FuzzMap); half fuzz = SAMPLE_TEXTURE2D(_FuzzMap, sampler_FuzzMap, fuzzUV).r; dfg *= fuzz; 1. 2. 3. 4. 5. 6. 使用图片以后,会发现有那种杂乱无章的绒毛的效果了。 然后加一个颜色用于控制第二层的颜色效果。
o.uv = TRANSFORM_TEX(v.texcoord, _BaseMap); // 获取世界空间下法线相关向量 VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, v.tangentOS); // 视角方向 half3 viewDirWS = GetCameraPositionWS() - positionInputs.positionWS; ...
o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); o.scrPos = ComputeScreenPos(o.vertex);returno; } fixed4 frag(v2f i) : SV_Target { float2 sobel =0;//获得深度floatoriginDepth = tex2D(_CameraDepthTexture, i.uv);//转化为线性0-1深度,这样0.5就表示处于相机到...
1: URP渲染管线重新定义了光源 不出意外,UPR渲染管线重新定义了光源组件, 接下来看下相比向前渲染管线...