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  • Unity Shader _Time

    _Time是个4维向量,跟Unity3D中的deltaTime(这是个一维的,数值)不同。

    float4 _Time : Time (t/20, t, t*2, t*3), use to animate things inside the shaders。

    fixed x= Speed * _Time;  等价于 fixed x= Speed * _Time.x;

    Time float4 Time (t/20, t, t*2, t*3), use to animate things inside the shaders.
    _SinTime float4 Sine of time: (t/8, t/4, t/2, t).
    _CosTime float4 Cosine of time: (t/8, t/4, t/2, t).
    unity_DeltaTime float4 Delta time: (dt, 1/dt, smoothDt, 1/smoothDt).
    _ProjectionParams float4 x is 1.0 (or –1.0 if currently rendering with a flipped projection matrix), y is the camera’s near plane, z is the camera’s far plane and w is 1/FarPlane.
    _ScreenParams float4 x is the current render target width in pixels, y is the current render target height in pixels, z is 1.0 + 1.0/width and w is 1.0 + 1.0/height.

     

    参考: https://docs.unity3d.com/462/Documentation/Manual/SL-BuiltinValues.html

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  • 原文地址:https://www.cnblogs.com/beeasy/p/6057119.html
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