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  • 关于Unity中Shader的内置值

    4.2版本

     
    UNITY_MATRIX_MVP
    Current model*view*projection matrix
    当前模型*视*投影矩阵。(注:模型矩阵为 本地->世界)
    UNITY_MATRIX_MV
    Current model*view matrix
    当前模型*视图矩阵
    UNITY_MATRIX_V
    Current view matrix.
    当前视图矩阵
    UNITY_MATRIX_P
    Current projection matrix
    当前投影矩阵
    UNITY_MATRIX_VP
    Current view*projection matrix
    当前视图*投影矩阵
    UNITY_MATRIX_T_MV
    Transpose of model*view matrix
    转置模型*视图矩阵
    UNITY_MATRIX_IT_MV
    Inverse transpose of model*view matrix
    逆转置模型*视矩阵
    UNITY_MATRIX_TEXTURE0 to UNITY_MATRIX_TEXTURE3
    Texture transformation matrices
    纹理变换矩阵

    float4x4 _Object2World
    Current model matrix
    当前物体矩阵
    float4x4 _World2Object
    Inverse of current world matrix
    物体矩阵的逆矩阵
    float3 _WorldSpaceCameraPos
    World space position of the camera
    世界坐标空间中的摄像机位置
    float4 unity_Scale
    xyz components unused; .w contains scale for uniformly scaled objects.
    不适用xyz分量,而是通过w分量包含的缩放值等比缩放物体。
    Lighting 光照

    In plain ShaderLab, you access the following properties by appending zero at the end: e.g. the light's model*light color is _ModelLightColor0. In Cg shaders, they are exposed as arrays with a single element, so the same in Cg is _ModelLightColor[0].

    在纯粹的ShaderLab中,你可以利用下面这些属性,只要在末尾增加一个零数:例如 灯光的物体*灯光颜色是_ModelLightColor0.在Cgshader中这些变量更像是一个包含单一元素的数组。所以在Cg中他们是这样的_ModelLightColor[0];

    Name
    Type
    Value

    _ModelLightColor
    float4
    Material's Main * Light color 材质的主颜色*灯光颜色

    _SpecularLightColor
    float4
    Material's Specular * Light color 材质的镜面反射(高光)*灯光颜色。

    _ObjectSpaceLightPos
    float4
    Light's position in object space. w component is 0 for directional lights, 1 for other lights
    物体空间中的灯光为,平行光w分量为零其灯光为1;

    _Light2World
    float4x4
    Light to World space matrix 灯光转世界空间矩阵

    _World2Light
    float4x4
    World to Light space matrix 世界转灯光空间矩阵

    _Object2Light
    float4x4
    Object to Light space matrix 物体转灯光空间矩阵

    Various 变量

    • float4 _Time : Time (t/20, t, t*2, t*3), use to animate things inside the shaders
      时间: 用于Shasder中可动画的地方。
    • float4 _SinTime : Sine of time: (t/8, t/4, t/2, t)
      时间的正弦值。
    • float4 _CosTime : Cosine of time: (t/8, t/4, t/2, t)
      时间的余弦值
    • float4 _ProjectionParams : 投影参数
      x is 1.0 or -1.0, negative if currently rendering with a flipped projection matrix
      x为1.0 或者-1.0如果当前渲染使用的是一个反转的投影矩阵那么为负。
      y is camera's near plane y是摄像机的近剪裁平面
      z is camera's far plane z是摄像机远剪裁平面
      w is 1/FarPlane. w是1/远剪裁平面
    • float4 _ScreenParams : 屏幕参数
      x is current render target width in pixels x是当前渲染目标在像素值中宽度
      y is current render target height in pixels y是当前渲染目标在像素值中的高度
      z is 1.0 + 1.0/width z是1.0+1.0/宽度
      w is 1.0 + 1.0/height w是1.0+1.0/高度
     
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  • 原文地址:https://www.cnblogs.com/ThreeThousandBigWorld/p/3231848.html
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