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 |
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 |
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. 用于线性化zbuffer |
unity_OrthoParams |
float4 |
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
,PrePassFinal
andDeferred
passtypes. They contain 3rd order SH to be evaluated by world space normal (seeShadeSH9
fromUnityCG.cginc).The variables are all half4 type,unity_SHAr
andsimilar names.
Vertex-lit rendering (Vertex
pass type):
Up to 8 lights are set up for aVertex
pass 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 LODGroup. x 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.//
用DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.screen.xy), depthValue, normalValues);取得法线跟深度值
DecodeDepthNormal
to decode depth and normalfrom the encoded pixel value. Returned depth is in 0.1 range.
_CameraDepthTexture
always refers to the camera’sprimary depth texture. By contrast, you can use_LastCameraDepthTexture
to 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:
x
contains1.0/width
y
contains1.0/height
z
containswidth
w
containsheight
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}_ST
property:
x
containsX tiling value
y
containsY tiling value
z
containsX offset value
w
containsY 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)
shader内置变量的更多相关文章
- unity shader 内置变量
官网Manual:http://docs.unity3d.com/Manual/SL-UnityShaderVariables.html unity提供大量的内置变量,来供我们使用,主要包括一些 :矩 ...
- 学习笔记:GLSL Core Tutorial – Vertex Shader(内置变量说明)
1.每个Vertex Shader都有用户定义的输入属性,例如:位置,法线向量和纹理坐标等.Vertex Shaders也接收一致变量(uniform variables). uniform vari ...
- Maven系列三Maven内置变量
Maven内置变量说明: ${basedir} 项目根目录(即pom.xml文件所在目录) ${project.build.directory} 构建目录,缺省为target目录 ${project. ...
- Maven的内置变量
Maven内置变量说明: ${basedir} 项目根目录(即pom.xml文件所在目录) ${project.build.directory} 构建目录,缺省为target目录 ${project. ...
- nginx的那些内置变量
nginx在配置文件nginx.conf中可以使用很多内置变量,配置如下: location /info { add_header 'Content-Type' 'text/html'; echo & ...
- Maven内置变量说明
Maven内置变量说明: ${basedir} 项目根目录 ${project.build.directory} 构建目录,缺省为target ${project.build.outputDirect ...
- 学习笔记——Maven 内置变量
Maven内置变量说明: ${basedir} 项目根目录(即pom.xml文件所在目录) ${project.build.directory} 构建目录,缺省为target目录 ${project. ...
- makefile 分析 -- 内置变量及自动变量
makefile 分析1 -p 选项,可以打印出make过程中的数据库, 下面研究一下内置的变量和规则. -n 选项, 只运行,不执行, -d 选项,相当于--debug=a, b(basic), ...
- Perl中的特殊内置变量详解
#!/usr/bin/perl -w @array = qw(a b c d); foreach (@array) { print $_," "; } 例子的作用就是定义一个数组并 ...
随机推荐
- git clone 某个分支或者所有分支
clone 某个分支: git clone -b dev5 https://git.coding.net/aiyongbao/tradepc.git clone 所有分支: git cl ...
- java异常查看利器之使用 jvmti 的Callback_JVMTI_EVENT_EXCEPTION 事件查看异常
阅读本文前需要了解什么是jvmti,jvmti全称称之为 JVM Tool Interface,有关jvmti更详细的知识,本文不再详细列出.大家可以借助百度来了解有关它更为详尽的内容. 在开源文件大 ...
- HDU - 4809 树形dp
找了半天bug 发现把q打成了p... 思路:用dp[ i ][ j ][ k ] 表示在 i 这个点 这个点的状态为 j (0:不选 1:属于奇联通块 2:属于偶联通块) 且 奇联通块 - 偶联通块 ...
- Pig的安装和简单使用
1.Pig是基于hadoop的一个数据处理的框架. MapReduce是使用java进行开发的,Pig有一套自己的数据处理语言,Pig的数据处理过程要转化为MR来运行.2.Pig的数据处理语言是数据流 ...
- sql中循环插入
#!/bin/sh for i in {1..10}dokdsql sys/kdb<<EOF insert into test values(2) ; EOFdone
- Asp.Net Core2.0允许跨域请求设置
1.services /// <summary> /// /// </summary> /// <param name="services">& ...
- linux/mac下命令行rm回收站--rmtrash
Linux.mac的命令行下没有回收站功能,很多时候手一抖就把重要文件给 rm -fr * 了,虽然linux下有可能通过lost +found/debugfs找回,但难度也比较大,不能保证一定能够找 ...
- 通过GeneXus如何快速构建微服务架构
概览 “微服务”是一个非常广泛的话题,在过去几年里,市面上存在着各种不同的定义. 虽然对这种架构方式没有一个非常精确的定义,但仍然有一些概念具有代表性. 微服务有着许多围绕业务能力.自动化部署.终端智 ...
- 深度学习基础系列(九)| Dropout VS Batch Normalization? 是时候放弃Dropout了
Dropout是过去几年非常流行的正则化技术,可有效防止过拟合的发生.但从深度学习的发展趋势看,Batch Normalizaton(简称BN)正在逐步取代Dropout技术,特别是在卷积层.本文将首 ...
- NetCore控制台实现自定义CommandLine功能
命令行科普: 例如输入: trans 123 456 789 -r 123 -r 789上面例子中:trans是Command,123 456 789是CommandArgument,-r之后的都是C ...