2018年1月

FBX

Computer Shader 会产生一种特殊的Shader文件,这类Shader旨在利用GPU的并行性来进行一些与常规渲染流水线无关的计算

每个Pass定义了一次完整的渲染流程

Semantics

git Cherry Pick

在Unity中,我们需要使用纹理名_ST的方式来声明某个纹理的属性.其中,ST是缩放(scale [Tilling])和平移(translation [Offset])的缩写

_纹理名_ST可以让我们得到该纹理的缩放和平移(偏移)值,_纹理名_ST.xy存储的是缩放值,而_纹理名_ST.zw存储的是偏移值

 

纹理Wrap Mode

它决定了当纹理坐标超过[0,1]范围后将会如何被平铺.Wrap Mode有两种模式:一种是Repeat,在这种模式下,如果纹理坐标超过了1,那么它的整数部分将会被舍弃,

而直接使用小数部分进行采样,这样的结果是纹理将会不断重复;另一种是Clamp,在这种模式下,如果纹理坐标大于1,那么将会截取到1,如果小于0,那么将会截取到0

 

// Declares 3x3 matrix 'rotation',filled with tangent space basis

#define TANGENT_SPACE_ROTATION \

  // Compute the binormal

  float3 binormal = cross( normalize(v.normal),normalize(v.tangent.xyz) ) * v.tangent.w; \

  // Construct a matrix which transform vectors from object space to tangent space

  float3x3 rotation = float3x3(v.tangent.xyz,binormal,v.normal);

 

#define UNITY_MATRIX_M unity_ObjectToWorld

 

// Computes object space light direction

inline float3 ObjSpaceLightDir(in float4 v) {

  float3 objSpaceLightPos = mul(unity_WorldToObject,_WorldSpaceLightPos0).xyz;

  #ifndef USING_LIGHT_MULTI_COMPILE

    return objSpaceLightPos.xyz - v.xyz * _WorldSpaceLightPos0.w;

  #else

    #ifndef USING_DIRECTIONAL_LIGHT

    return objSpaceLightPos.xyz - v.xyz;

    #else

    return objSpaceLightPos.xyz;

    #endif

  #endif

}

 

// Computes object space view direction

inline float3 ObjSpaceViewDir(in float4 v){

  float3 objSpaceCameraPos = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos.xyz,1)).xyz;

  return objSpaceCameraPos - v.xyz;

}

 

inline fixed3 UnpackNormalDXT5nm(fixed4 packednormal){

  fixed3 normal;

  normal.xy = packednormal.wy * 2 - 1;

  normal.z = sqrt(1 - saturate(dot(normal.xy,normal.xy)));

  return normal;

}

// Unpack normal as DXT5nm(1,y,1,x) or BC5(x,y,0,1)

// Note neutral texture like "bump" is (0,0,1,1) to work with both plain RGB normal and DXT5nm/BC5

fixed3 UnpackNormalmapRGorAG(fixed4 packednormal){

  // This do the trick

  packednormal.x *= packednormal.w;

  

  fixed3 normal;

  normal.xy = packednormal.xy * 2 - 1;

  normal.z = sqrt(1 - saturate(dot(normal.xy,normal.xy));

  return normal;

}

inline fixed3 UnpackNormal(fixed4 packednormal){

#if defined(UNITY_NO_DXT5nm)

  return packednormal.xyz * 2 - 1;

#else

  return UnpackNormalmapRGorAG(packednormal);

#endif

}

 

// Transforms 2D UV by scale/bias property

#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)

 

// Transforms direction from object to world space

inline float3 UnityObjectToWorldDir(in float3 dir){

  return normalize(mul((float3x3)unity_ObjectToWorld,dir));

}

// Transforms direction from world to object space

inline float3 UnityWorldToObjectDir(in float3 dir){

  return normalize(mul((float3x3)unity_WorldToObject,dir));

}

// Transform normal from object to world space

inline float3 UnityObjectToWorldNormal(in float3 norm) {

#ifdef UNITY_ASSUME_UNIFORM_SCALING

  return UnityObjectToWorldDir(norm);

#else

  // mul(IT_M,norm) => mul(norm,I_M) => {dot(norm,I_M.col0),dot(norm,I_M.col1),dot(norm,I_M.col2)}

  return normalize(mul(norm,(float3x3)unity_WorldToObject));

}

// Computes world space light direction,from world space position

inline float3 UnityWorldSpaceLightDir(in float3 worldPos){

#ifndef USING_LIGHT_MULTI_COMPILE

  return _WorldSpaceLightPos0.xyz - worldPos * _WorldSpaceLightPos0.w;

#else

  #ifndef USING_DIRECTIONAL_LIGHT

    return _WorldSpaceLightPos0.xyz - worldPos;

  #else

    return _WorldSpaceLightPos0.xyz;

  #endif

#endif

}

// Computes world space light direction,from object space position

// *Legacy* Please use UnityWorldSpaceLightDir instead

inline float3 WorldSpaceLightDir(in float4 localPos) {

  float3 worldPos = mul(unity_ObjectToWorld,localPos).xyz;

  return UnityWorldSpaceLightDir(worldPos);

}

 

// Computes world space view direction, from object space position

inline float3 UnityWorldSpaceViewDir(in float3 worldPos){

  return _WorldSpaceCameraPos.xyz - worldPos;

}

// Computes world space view direction,from object space position

// *Legacy* Please use UnityWorldSpaceViewDir instead

inline float3 WorldSpaceViewDir(in float4 localPos){
  float3 worldPos = mul(unity_ObjectToWorld,localPos).xyz;

  return UnityWorldSpaceViewDir(worldPos);

}

 

Blend SrcAlpha OneMinusSrcAlpha 

DstColor[new] = SrcAlpha x SrcColor + (1-SrcAlhpa) x DstColor[old]

 

ColorMask RGB | A | 0 | 其他任何R,G,B,A的组合

 

posted on 2018-01-02 09:39  void87  阅读(334)  评论(0编辑  收藏  举报

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