为了方便自己记忆,将常用的CG函数写于此

转载于 http://www.cppblog.com/lai3d/archive/2008/10/23/64889.html

Name Syntax Description
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)

CG Shader常用函数的更多相关文章

  1. unity shader 常用函数列表

    此篇博客转自csdn的一位大牛. 中间排版出了一些问题 Intrinsic Functions (DirectX HLSL) The following table lists the intrins ...

  2. Unity3D -- shader常用函数和变量

    最近在学习Unity Shader,写Shader的时候总是忘记Unity为我们提供的函数.变量怎么写的,这里整理一下,方便自己查阅,也提供给网友,学习Shader不易. 1.函数 float3 Wo ...

  3. Unity Shader常用函数,标签,指令,宏总结(持续更新)

    极端常用: UnityObjectToClipPos(v.vertex); 最基本的顶点变换,模型空间 ==>裁剪空间 mul(unity_ObjectToWorld, v.vertex); 顶 ...

  4. Unity3D -- shader光照常用函数和变量

    上一篇记录了shader常用函数和变量,这篇记录一些光照计算时常用函数和变量 1.内置的光照变量 _LightColor0 float4 //该Pass处理的逐像素光源的颜色 _WorldSpaceL ...

  5. [Unity Shader] 常用的数值类型和语义

    书看到第八章,跟随写了一些例子,但有些数值类型的使用还是需要特别注意,经常需要查阅,在这里做一下总结. 1 ShaderLab属性类型和Cg变量类型的匹配关系 Color.Vector:float4, ...

  6. PHP常用函数总结(180多个)[持续更新中...]

    PHP常用函数总结 本文源文件(markdown): https://github.com/yanglr/AlgoSolutions/blob/master/PHP常用函数总结(160多个).md 数 ...

  7. PHP常用函数总结(二)

    PHP常用函数总结 数学函数 1.abs(): 求绝对值 $abs = abs(-4.2); //4.2 数字绝对值数字 2.ceil(): 进一法取整 echo ceil(9.999); // 10 ...

  8. PHP常用函数总结(180多个)

    PHP常用函数总结 数学函数 1.abs(): 求绝对值 $abs = abs(-4.2); //4.2 数字绝对值数字 2.ceil(): 进一法取整 echo ceil(9.999); // 10 ...

  9. CG 内置函数 和 HLSL 内置函数

    CG 内置函数  英伟达官网链接: http://http.developer.nvidia.com/Cg/index_stdlib.html absacosallanyasinatan2atanbi ...

随机推荐

  1. POJ3436 ACM Computer Factory —— 最大流

    题目链接:https://vjudge.net/problem/POJ-3436 ACM Computer Factory Time Limit: 1000MS   Memory Limit: 655 ...

  2. RedisCluster集群原理

    主从复制,数据值每个服务器都存了. 针对redis集群的解决方案, 连接这个集群,不用在乎Master了 6台redis 1.why use Redis? 减轻数据库访问压力 2.持久化 RDB(间隔 ...

  3. 教你开发jQuery插件

    jQuery插件开发模式 软件开发过程中是需要一定的设计模式来指导开发的,有了模式,我们就能更好地组织我们的代码,并且从这些前人总结出来的模式中学到很多好的实践. 根据<jQuery高级编程&g ...

  4. 通过xmanager连接Linux图形界面

    今天要在linux下安装数据库,用的是xmanager:之前自己也用过该工具在OUI下做过安装,还很顺利. 但是,今天连接后,运行命令,等了有5分钟,没有出现OUI界面. linux版本: [root ...

  5. 基于HALCON的模板匹配方法总结 (转)

    很早就想总结一下前段时间学习HALCON的心得,但由于其他的事情总是抽不出时间.去年有过一段时间的集中学习,做了许多的练习和实验,并对基于HDevelop的形状匹配算法的参数优化进行了研究,写了一篇& ...

  6. mack pro常用快捷键

    fn + left / right / up / down 相当于 home/end/page up /page down delete 删除光标前一个字符 fn + delete 删除当前光标后一个 ...

  7. 「LuoguP2014」 选课

    Description 在大学里每个学生,为了达到一定的学分,必须从很多课程里选择一些课程来学习,在课程里有些课程必须在某些课程之前学习,如高等数学总是在其它课程之前学习.现在有N门功课,每门课有个学 ...

  8. Sublime Text3配置自动联想python

    1.安装Package Control 通过快捷键 ctrl+` 或者 View > Show Console 打开控制台,然后粘贴相应的 Python 安装代码 Sublime Text 3  ...

  9. 【198】Synergy - 鼠标键盘共享软件

    参考:Synergy X64 v1.7.4 官方最新版 参考:Synergy安装方法 功能介绍: 可以将配置局域网的电脑实现同一个鼠标键盘控制两台电脑,效果类似一台电脑使用双屏的效果,键盘会根据鼠标的 ...

  10. django上课笔记7-jQuery Ajax 和 原生Ajax-伪造的Ajax-三种Ajax上传文件方法-JSONP和CORS跨域资源共享

    一.jQuery Ajax 和 原生Ajax from django.conf.urls import url from django.contrib import admin from app01 ...