unity3d内置着色器

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Built-in Shaders 内置着色器

There is a library of built-in Shaders that come standard with every installation of Unity. There are over 30 of these built-in Shaders, and six basic families.

Unity的每个标准安装包都有一个内置着色器的库。有超过30个内置着色器和六个基本族。 

  • Normal: For opaque textured objects. 
    标准:对于不透明纹理对象
  • Transparent: For partly transparent objects. The texture's alpha channel defines the level of transparency. 
    透明:对于部分透明的对象。纹理的alpha通道定义透明度
  • TransparentCutOut: For objects that have only fully opaque and fully transparent areas, like fences. 
    透明剪影:对于拥有完全不透明和完全透明的区域的对象,比如栅栏
  • Self-Illuminated: For objects that have light emitting parts. 
    自身发光:对于有发光部件的对象
  • Reflective: For opaque textured objects that reflect an environment Cubemap
    反射:对于能反射外界立方体贴图的不透明纹理对象(比如镜子,本身不透明,但其反映的是外界环境的贴图——个人理解)

In each group, built-in shaders range by complexity, from the simple VertexLit to the complex Parallax Bumped with Specular. For more information about performance of Shaders, please read the built-in Shader performance page

在每一组中,内置的着色器按复杂性排列,从简单的顶点光亮到复杂的视差凸起镜面。如需更多有关着色器性能的信息,请阅读内置着色器性能页面。

This grid displays a thumbnail of all built-in Shaders: 

此网格显示所有内置着色器的缩略图:

Materials and Shaders(材质与着色器)
The builtin Unity shaders matrix


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