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  • Unity3D Shader 内置函数

    Intrinsic Functions (DirectX HLSL)

    The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

    NameSyntaxDescription
    abs abs(x) Absolute value (per component).
    acos acos(x) Returns the arccosine of each component of x.
    all all(x) Test if all components of x are nonzero.
    any any(x) Test if any component of x is nonzero.
    asfloat asfloat(x) Convert the input type to a float.
    asin asin(x) Returns the arcsine of each component of x.
    asint asint(x) Convert the input type to an integer.
    asuint asuint(x) Convert the input type to an unsigned integer.
    atan atan(x) Returns the arctangent of x.
    atan2 atan2(y, x) Returns the arctangent of of two values (x,y).
    ceil ceil(x) Returns the smallest integer which is greater than or equal to x.
    clamp clamp(x, min, max) Clamps x to the range [min, max].
    clip clip(x) Discards the current pixel, if any component of x is less than zero.
    cos cos(x) Returns the cosine of x.
    cosh cosh(x) Returns the hyperbolic cosine of x.
    cross cross(x, y) Returns the cross product of two 3D vectors.
    D3DCOLORtoUBYTE4 D3DCOLORtoUBYTE4(x) Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.
    ddx ddx(x) Returns the partial derivative of x with respect to the screen-space x-coordinate.
    ddy ddy(x) Returns the partial derivative of x with respect to the screen-space y-coordinate.
    degrees degrees(x) Converts x from radians to degrees.
    determinant determinant(m) Returns the determinant of the square matrix m.
    distance distance(x, y) Returns the distance between two points.
    dot dot(x, y) Returns the dot product of two vectors.
    exp exp(x) Returns the base-e exponent.
    exp2 exp2(x) Base 2 exponent (per component).
    faceforward faceforward(n, i, ng) Returns -n * sign(•(i, ng)).
    floor floor(x) Returns the greatest integer which is less than or equal to x.
    fmod fmod(x, y) Returns the floating point remainder of x/y.
    frac frac(x) Returns the fractional part of x.
    frexp frexp(x, exp) Returns the mantissa and exponent of x.
    fwidth fwidth(x) Returns abs(ddx(x)) + abs(ddy(x))
    GetRenderTargetSampleCount GetRenderTargetSampleCount() Returns the number of render-target samples.
    GetRenderTargetSamplePosition GetRenderTargetSamplePosition(x) Returns a sample position (x,y) for a given sample index.
    isfinite isfinite(x) Returns true if x is finite, false otherwise.
    isinf isinf(x) Returns true if x is +INF or -INF, false otherwise.
    isnan isnan(x) Returns true if x is NAN or QNAN, false otherwise.
    ldexp ldexp(x, exp) Returns x * 2exp
    length length(v) Returns the length of the vector v.
    lerp lerp(x, y, s) Returns x + s(y - x).
    lit lit(n • l, n • h, m) Returns a lighting vector (ambient, diffuse, specular, 1)
    log log(x) Returns the base-e logarithm of x.
    log10 log10(x) Returns the base-10 logarithm of x.
    log2 log2(x) Returns the base-2 logarithm of x.
    max max(x, y) Selects the greater of x and y.
    min min(x, y) Selects the lesser of x and y.
    modf modf(x, out ip) Splits the value x into fractional and integer parts.
    mul mul(x, y) Performs matrix multiplication using x and y.
    noise noise(x) Generates a random value using the Perlin-noise algorithm.
    normalize normalize(x) Returns a normalized vector.
    pow pow(x, y) Returns xy.
    radians radians(x) Converts x from degrees to radians.
    reflect reflect(i, n) Returns a reflection vector.
    refract refract(i, n, R) Returns the refraction vector.
    round round(x) Rounds x to the nearest integer
    rsqrt rsqrt(x) Returns 1 / sqrt(x)
    saturate saturate(x) Clamps x to the range [0, 1]
    sign sign(x) Computes the sign of x.
    sin sin(x) Returns the sine of x
    sincos sincos(x, out s, out c) Returns the sine and cosine of x.
    sinh sinh(x) Returns the hyperbolic sine of x
    smoothstep smoothstep(min, max, x) Returns a smooth Hermite interpolation between 0 and 1.
    sqrt sqrt(x) Square root (per component)
    step step(a, x) Returns (x >= a) ? 1 : 0
    tan tan(x) Returns the tangent of x
    tanh tanh(x) Returns the hyperbolic tangent of x
    tex1D tex1D(s, t) 1D texture lookup.
    tex1Dbias tex1Dbias(s, t) 1D texture lookup with bias.
    tex1Dgrad tex1Dgrad(s, t, ddx, ddy) 1D texture lookup with a gradient.
    tex1Dlod tex1Dlod(s, t) 1D texture lookup with LOD.
    tex1Dproj tex1Dproj(s, t) 1D texture lookup with projective divide.
    tex2D tex2D(s, t) 2D texture lookup.
    tex2Dbias tex2Dbias(s, t) 2D texture lookup with bias.
    tex2Dgrad tex2Dgrad(s, t, ddx, ddy) 2D texture lookup with a gradient.
    tex2Dlod tex2Dlod(s, t) 2D texture lookup with LOD.
    tex2Dproj tex2Dproj(s, t) 2D texture lookup with projective divide.
    tex3D tex3D(s, t) 3D texture lookup.
    tex3Dbias tex3Dbias(s, t) 3D texture lookup with bias.
    tex3Dgrad tex3Dgrad(s, t, ddx, ddy) 3D texture lookup with a gradient.
    tex3Dlod tex3Dlod(s, t) 3D texture lookup with LOD.
    tex3Dproj tex3Dproj(s, t) 3D texture lookup with projective divide.
    texCUBE texCUBE(s, t) Cube texture lookup.
    texCUBEbias texCUBEbias(s, t) Cube texture lookup with bias.
    texCUBEgrad texCUBEgrad(s, t, ddx, ddy) Cube texture lookup with a gradient.
    texCUBElod tex3Dlod(s, t) Cube texture lookup with LOD.
    texCUBEproj texCUBEproj(s, t) Cube texture lookup with projective divide.
    transpose transpose(m) Returns the transpose of the matrix m.
    trunc trunc(x) Truncates floating-point value(s) to integer value(s)

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  • 原文地址:https://www.cnblogs.com/mrblue/p/7597568.html
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