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JeOam
commented
Sep 23, 2018
Property types | Description |
---|---|
Range(min, max) | This creates a float property as a slider from the minimum value to the maximum value |
Color | This creates a color swatch in the Inspector tab that opens up a color picker = (float, float, float, float) |
2D | This creates a texture swatch that allows a user to drag a texture into the shader |
Rect | This creates a non-power of two texture swatch and function the same as the 2D GUI element |
Cute | This creates a cube map swatch in the Inspecter tab and allowa a user to drag and drop a cube map into the shader |
float | This creates a float value in the Inspector tab but without a slider |
Vector | This creates a four-float property that allows you to create directions or colors |
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_MyTexture ("My 2D Texture", 2D) = "defaulttexture" {}
_MyRect ("My Rect", Rect) = "" {}
_MyCube ("My Cube", Cube) = "defaulttexture" {}
_MyFloat ("My Float", Float) = 0.0
_MyInt ("My Int", Int) = 0
_MyVector ("My Vector", Vector) = (1,1,1,1)
}
Shaderlab 提供的类型最终会映射成 CG 等语言变量类型,他们的映射关系为:
- Color 和 Vector 对应为 float4, half4 或者 fixed4 类型
- Range 和 Float 对应为 float, half, fixed 类型
- Int 对应为 int 类型
- 2D 对应为 sampler2D 类型
- Cube 对应为 samplerCUBE 类型
- 3D 对应为 sampler3D 类型
Different lighting models have different SurfaceOutput
structs:
Type of Shaders | Standard | Physically-Based Lighting Models |
---|---|---|
Diffuse | Any Surface Shader: SurfaceOutput |
Standard: SurfaceOutputStandard |
Specular | Any Surface Shader: SurfaceOutput |
Standard(Specular setup): SurfaceOutputStandardSpecular |
The SurfaceOutput
struct has the following properties:
fixed3 Albedo
: This is the diffuse color of the materialfixed3 Normal
: This is the tangent space, normal, if writtenfixed3 Emission
: This is the color of the light emitted by the material (this property is declared ashalf3
in the Standard Shaders)fixed Alpha
: This is the transparency of the materialhalf Specular
: This is the specular power from 0 to 1fixed Gloss
: This is the specular intensity
The SurfaceOutputStandard
struct has the following properties:
fixed3 Albedo
: This is the base color of the material (whether it's diffuse or specular)fixed3 Normal
half3 Emission
: This property is declared ashalf3
, while it was defined asfixed3
inSurfaceOutput
fixed Alpha
half Occlusion
: This is the occlusion (default 1)half Smoothness
: This is the smoothness (0 = rough, 1 = smooth)half Metallic
: 0 = non-metal, 1 = metal
The SurfaceOutputStandardSpecular
struct has the following properties:
- Properties
SurfaceOutputStandard
had fixed3 Specular
: This is the specular color. This is very different from theSpecular
property inSurfaceOutput
as it allows you to specify a color rather than a single value.
Using a Surface Shader correctly is a matter of initializing the SurfaceOutput
with the correct values.
There are two types of variables in Cg: single values and packed arrays. The latter can be identified because their type ends with a number such as float3
or int4
. As their names suggest, these types of variables are similar to structs, which means they each contain several single values. Cg calls them packed arrays, though they are not exactly arrays in the traditional sense.
The elements of a packed array can be accessed as a normal struct. They are typically called x
, y
, z
and w
. However, Cg also provides you with another alias for them, that is, r
, g
, b
, and a
.
swizzling
o.Albedo = _Color.rgb;
Albedo
is fixed3
, which means that it contains three values of the fixed
type.
_Color
is defined as a fixed4
type.
smearing
a single value is assigned a packed array, it is copied to all of fieds:
o.Albedo = 0; // Black = (0, 0, 0)
o.Albedo = 1; // white = (1, 1, 1)
masking
allowing only certain components of a packed array to be overwritten:
o.Albedo.rg = _Color.rg;
Packed Matrices
Cg allows types such as float4x4
, which represents a maxtrix of floats with four rows and for columns. You can access a single element of the matrix using the _mRC
notation, where R is the row and C is the column:
float4x4 matrix;
float first = matrix._m00;
float last = matrix._m33;
float4 firstRow = matrix[0];
// Equivalent to
float4 firstRow = matrix._m00_m01_m02_m03;
float4 diagonal = matrix._m00_m11_m22_m33;
Each vertex on the model can store data that shaders can access and use to determine what to dray. One of the most important pieces of information that are stored in vertices is the UV data. It consists of two coordinates, U and V, ranging from 0 to 1.
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
tex2D
function takes a texture and UV and returns the color of the pixel at that position, and the returned color is tinted by _Color
_Time
: This built-in variable return a variable of the float4
type, meaning that each component of this variable contians different values of time as it pertains to game time.
Tags
are used to add infomation about how the object is going to be rendered. Unity has provided us with some default render queues, each with a unique value that directs Unity when to draw the object to the screen.
This are built-in render queues:
Render queue | Desc | value |
---|---|---|
Background |
This render queue is rendered first. It is used for skyboxes and so on. | 1000 |
Geometry |
This is the default render queue. This is used for most objects. Opaque geometry use this queue. | 2000 |
AlphaTest |
'Alpha-tested geometry uses this queue. It's different from the Geometry queue as it's more efficient to render alpha-tested objects after all the solid objects are drawn. | 2450 |
Transparent |
This render queue is rendered after Geometry and AlphaTest queues in back-to-front order. Anything alpha-blended (that is, shaders that don't write to the depth buffer) should go here, for example, glass and particle effects. | 3000 |
Overlay |
This render queue is meant for overlay effects. Anything rendered last should go here, for example, lens flares. | 4000 |
#prama surface surf Lambert aplha:fade nolighting
Lambert
: Use Lambertian Reflectance lighting modelnolighting
: disable any lightingalpha:face
: signal to Cg that this is a Transparent Shader
Holographic Effect:
float4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
float border = 1 - (abs(dot(IN.viewDir, IN.worldNormal)));
float alpha = (border * (1 - _DotProduct) + _DotProduct);
// viewDir 是平面的 nomal direction
// dot: 0 border: 1 alpha: 向量正
// _DotProduct: 0.25 alpha: 1
// _DotProduct: 0.75 alpha: 1
// dot: 0.5 border: 0.5 alpha:
// _DotProduct: 0.25 alpha: 0.625
// _DotProduct: 0.75 alpha: 0.875
// dot: 1 border: 0 alpha: 向量平行
// _DotProduct: 0.25 alpha: 0.25
// _DotProduct: 0.75 alpha: 0.75
o.Alpha = c.a * alpha;
sampler2D myTex;
float4 myTex_ST; // 附带的一个变量
// ...
float2 tiling = myTex_ST.xy; // 放大缩小的倍数
float2 offset = myTex_ST.zw; // 位移
float4 o = tex2D(myTex, i.uv * tiling + offset)
return o
图片变灰:由于视觉感光对 R,G, B 的敏感度不一样,所以取不同的权重。
float4 grayScale(float4 v) {
float g = v.r * 0.299 + v.g * 0.578 + v.b * 0.114;
return float4(g, g, g, v.a);
}
if (w < 0) w = 0;
if (w > 1) w = 1;
// 等于
w = clamp(w, 0, 1);