shader内置变量

内置变量都在UnityShaderVariables.cginc文件中声明

变换矩阵

All these matrices arefloat4x4 type.

Name

Value

UNITY_MATRIX_MVP

Current model * view * projection matrix.

从object space转到 projection space

UNITY_MATRIX_MV

Current model * view matrix.

从object space转到camera space

UNITY_MATRIX_V

Current view matrix.

从world space转到camera space

UNITY_MATRIX_P

Current projection matrix.

从camera space转到projection space

UNITY_MATRIX_VP

Current view * projection matrix.

从world space转到projection space

UNITY_MATRIX_T_MV

Transpose of model * view matrix.

UNITY_MATRIX_MV 的转置矩阵

UNITY_MATRIX_IT_MV

Inverse transpose of model * view matrix.

UNITY_MATRIX_MV的逆转置矩阵,法线的矩阵转换需要用变换矩阵的逆转置矩阵.

_Object2World

Current model matrix.

从object space转到world space

_World2Object

Inverse of current world matrix.

_Object2World的逆矩阵,从world space 到object space

 

Camera and screen

These variables will correspond to the Camerathat is rendering. For example during shadowmap rendering,they will still refer to the Camera component values, and not the “virtual camera”that is used for the shadowmap projection.

Name

Type

Value

_WorldSpaceCameraPos

float3

World space position of the camera.

相机的世界坐标

_ProjectionParams

float4

Xis 1.0 (or –1.0 if currently rendering with aflipped projection matrix),yis the camera’s near plane,zis the camera’s far plane andwis 1/FarPlane.

x 值是1.0或-1.0(当为反转的投影矩阵时)

y 近截面,z远截面,w 1/远截面

_ScreenParams

float4

xis the camera’s render target width in pixels,yis the camera’s render target height in pixels,zis 1.0 + 1.0/width andwis 1.0 + 1.0/height.

屏幕尺寸x宽,y高,z 1+1.0/width,w 1+1.0/height

_ZBufferParams

float4

Used to linearize Z buffer values.xis (1-far/near),yis (far/near),zis (x/far) andwis (y/far).

用于线性化zbuffer

unity_OrthoParams

float4

xis orthographic camera’s width,yis orthographic camera’s height,zis unused andwis 1.0 when camera is orthographic, 0.0 when perspective.

正交摄像机的相关参数,w值1时是正交投影,0时是透视投影

unity_CameraProjection

float4x4

Camera’s projection matrix.

摄像机的投影矩阵

unity_CameraInvProjection

float4x4

Inverse of camera’s projection matrix.

摄像机的投影矩阵的逆矩阵

unity_CameraWorldClipPlanes[6]

float4

Camera frustum plane world space equations, in this order: left, right, bottom, top, near, far.

视锥体的左右下上远近

 

Time

Name

Type

Value

_Time

float4

Time since level load (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).

帧间隔时间

 

Lighting

Light parameters are passed to shaders in differentways depending on which Rendering Pathis used, and which LightModePass Tag is used in the shader.

Forward rendering (ForwardBase andForwardAdd passtypes):

forward渲染的光照变量

Name

Type

Value

_LightColor0(declared in Lighting.cginc)

fixed4

Light color.

光线颜色

_WorldSpaceLightPos0

float4

Directional lights: (world space direction, 0). Other lights: (world space position, 1).

World space 光照位置,平行光的w值为0,其他光源的w值为1

_LightMatrix0(declared in AutoLight.cginc)

float4x4

World-to-light matrix. Used to sample cookie & attenuation textures.

World space转到light space矩阵

unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0

float4

(ForwardBase pass only)world space positions of first four non-important point lights.

unity_4LightAtten0

float4

(ForwardBase pass only)attenuation factors of first four non-important point lights.

unity_LightColor

half4[4]

(ForwardBase pass only)colors of of first four non-important point lights.

 

在正向渲染中,影响物体的最亮的几个光源使用逐像素光照模式。接下来,最多有4个点光源会以逐顶点渲染的方式被计算。其他光源将以球面调和(Spherical Harmonics)的方式进行计算,球面调和技术计算很快但只能得到近似值。

Deferred shading and deferred lighting, usedin the lighting pass shader (all declared in UnityDeferredLibrary.cginc):

延迟光照相关变量

Name

Type

Value

_LightColor

float4

Light color.光照颜色

_LightMatrix0

float4x4

World-to-light matrix. Used to sample cookie & attenuation textures.

World space转到light space矩阵

Spherical harmonics coefficients (used by ambientand light probes) are set up forForwardBase,PrePassFinalandDeferredpasstypes. They contain 3rd order SH to be evaluated by world space normal (seeShadeSH9fromUnityCG.cginc).The variables are all half4 type,unity_SHArandsimilar names.

Vertex-lit rendering (Vertex pass type):                  

Up to 8 lights are set up for aVertexpass type; always sorted starting from the brightest one. So if you wantto render objects affected by two lights at once, you can just take first two entriesin the arrays. If there are less lights affecting the object than 8, the rest willhave their color set to black.

顶点光照相关变量

Name

Type

Value

unity_LightColor

half4[8]

Light colors. 光照颜色

unity_LightPosition

float4[8]

View-space light positions. (-direction,0) for directional lights; (position,1) for point/spot lights.

View space光照位置,平行光的w值为0,其他光源的w值为1

unity_LightAtten

half4[8]

Light attenuation factors.xis cos(spotAngle/2) or –1 for non-spot lights;yis 1/cos(spotAngle/4) or 1 for non-spot lights;zis quadratic attenuation;wis squared light range.

光照衰减值

unity_SpotDirection

float4[8]

View-space spot light positions; (0,0,1,0) for non-spot lights.

View space聚光灯位置

 

Fog and Ambient

Window > Lighting> Scene 里设置的相应的颜色

Name

Type

Value

UNITY_LIGHTMODEL_AMBIENT

fixed4

Ambient lighting color (Equator ambient in three-color lighting case).

unity_AmbientSky

fixed4

Sky ambient lighting color in three-color lighting case.

unity_AmbientGround

fixed4

Ground ambient lighting color in three-color lighting case.

unity_FogColor

fixed4

Fog color.

unity_FogParams

float4

Parameters for fog calculation: (density / sqrt(ln(2)), density / ln(2), –1/(end-start), end/(end-start)).x is useful for Exp2 fog mode, y for Exp mode, z and w for Linear mode.

 

Various

Name

Type

Value

unity_LODFade

float4

Level-of-detail fade when using LODGroupx is fade (0..1), y is fade quantized to 16 levels,z and w unused.

Built-in shader helper functions


其他一些杂七杂八的变量

#pragmatarget 3.0  定义Shader模型为Shader Model 3.0,

 

Image Effect取到depthTexture相关的步骤

GetComponent<Camera>().depthTextureMode=DepthTextureMode.Depth//设置摄像机模式

Shader中声明  sampler2D _CameraDepthTexture;//深度纹理的声明

取样float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,uv) , //0-1越远越大

 

生成一个深度+法线纹理

GetComponent<Camera>().depthTextureMode=DepthTextureMode.DepthNormals;

Shader中声明

sampler2D _CameraDepthTexture;//深度纹理的声明

sampler2D _CameraNormalsTexture;//法线纹理的声明

用tex2d方法进行法线取样

 

或者声明

sampler2D _CameraDepthNormalsTexture.//

DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.screen.xy), depthValue, normalValues);取得法线跟深度值

 

DecodeDepthNormalto decode depth and normalfrom the encoded pixel value. Returned depth is in 0.1 range.

 

_CameraDepthTexturealways refers to the camera’sprimary depth texture. By contrast, you can use_LastCameraDepthTextureto refer to the last depthtexture rendered by any camera.This couldbe useful for example if you render a half-resolution depth texture in script usinga secondary camera and want to make it available to a post-process shader.

_LastCameraDepthTexture取得最后渲染的深度纹理

 

Texturesize  纹理尺寸获得

{TextureName}_TexelSize- a float4 property contains texture size information:

xcontains1.0/width

ycontains1.0/height

zcontainswidth

wcontainsheight

例子

uniform float4 _MainTex_TexelSize分别对应Vector4(1 / width, 1 / height, width, height),

 

Texturetiling & offset 纹理偏移

Materialsoften have Tiling and Offset fields for their texture properties.This information is passed into shaders in a float4 {TextureName}_STproperty:

xcontainsX tiling value

ycontainsY tiling value

zcontainsX offset value

wcontainsY offset value

例:

o.uv =TRANSFORM_TEX(v.texcoord,_MainTex);

相当于

o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;

o.uv = v.texcoord.xy相当于Tiling为(1,1)Offset为(0,0)

posted @ 2017-06-08 20:23  oayx  阅读(1783)  评论(0编辑  收藏  举报