Created
September 23, 2018 04:46
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Unity Shader Notes
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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);
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Blending textures: