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[Creating Procedural Textures] 由程序主生贴图,然后设置给Material.首先定义需要的数据: 在Start方法中完成初始化,注意设置的是_MainTex. 实现GenerateParabola方法,算的是到中点的距离除以半径的百分比: [How it works] 下图也是上述Shader产生出的图像,中心点高亮,向边框逐渐变暗. [其它生成算法] 1.使用sin函数的环生成算法. 生成结果如下:…
本系列主要参考<Unity Shaders and Effects Cookbook>一书(感谢原书作者),同时会加上一点个人理解或拓展. 这里是本书所有的插图.这里是本书所需的代码和资源(当然你也可以从官网下载). ========================================== 分割线 ========================================== 考虑到法向贴图(normal mapping)和程序贴图纹理(procedural textures…
本系列主要参考<Unity Shaders and Effects Cookbook>一书(感谢原书作者),同时会加上一点个人理解或拓展. 这里是本书所有的插图.这里是本书所需的代码和资源(当然你也可以从官网下载). ========================================== 分割线 ========================================== 如果你看到这里,恭喜你进入了第二章的学习--如何使用Textures创造各种各样的效果.在前面我们可…
BACKGROUND The evolution of graphics rendering technology has led to the development of procedural techniques for describing various steps in the rendering process. Procedural geometry is useful as a mechanism for producing arbitrarily complex geomet…
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https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric Fabric Hannah edited this page on 24 Dec 2015 · 67 revisions Contents Introduction Built-In Materials Procedural Textures Base Materials Polyline Materials Misc Materials Common Uniforms Cre…
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原文地址:https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric 介绍 Fabric 是Cesium中基于JSON格式来描述materials的机制.材质描述多边形.折线.椭球等对象的外观特征. 材质可以简单的是覆盖一张图片,或者是条纹或者棋盘图案.使用Fabric 和GLSL,可以从零开始写脚本新建材质,也可以从现有的材质中派生.比如潮湿碎裂的砖块可以使用程序生成的纹理.凹凸贴图和反射贴图来组合. 对象通过material 属性来…
前言:感慨于居然不用tesselation也可以产生这么复杂的地形,当然致命的那个关于不能有洞的缺陷还是没有办法,但是这个赶脚生成的已经足够好了,再加上其它模型估 计效果还是比较震撼的.总之好文共分享吧.Ryan GeissNVIDIA Corporation 1.1 Introduction Procedural terrains have traditionally been limited to height fields that are generated by the CPU and…