Cg Programming/Unity 目录
2015-09-04 19:00
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Contents
1 Preliminaries
2 Tutorials
2.1 Basics
2.1.1 Minimal Shader (about shaders, materials, and game objects)
2.1.2 RGB Cube (about vertex output parameters)
2.1.3 Debugging of Shaders (about vertex input parameters)
2.1.4 Shading in World Space (about uniforms)
2.2 Transparent Surfaces
2.2.1 Cutaways (about discarding fragments and triangle-face culling)
2.2.2 Transparency (about blending)
2.2.3 Order-Independent Transparency (about order-independent blending)
2.2.4 Silhouette Enhancement (about transforming normal vectors)
2.3 Basic Lighting
2.3.1 Diffuse Reflection (about per-vertex diffuse lighting and multiple light sources of different kinds)
2.3.2 Specular Highlights (about per-vertex lighting)
2.3.3 Two-Sided Surfaces (about two-sided per-vertex lighting)
2.3.4 Smooth Specular Highlights (about per-pixel lighting)
2.3.5 Two-Sided Smooth Surfaces (about two-sided per-pixel lighting)
2.3.6 Multiple Lights (about for-loops for handling multiple light sources in one shader pass)
2.4 Basic Texturing
2.4.1 Textured Spheres (about texturing a sphere)
2.4.2 Lighting Textured Surfaces (about textures for diffuse lighting)
2.4.3 Glossy Textures (about gloss mapping)
2.4.4 Transparent Textures (about using alpha textures for discarding fragments, alpha testing, and blending)
2.4.5 Layers of Textures (about multitexturing)
2.5 Textures in 3D
2.5.1 Lighting of Bumpy Surfaces (about normal mapping)
2.5.2 Projection of Bumpy Surfaces (about parallax mapping)
2.5.3 Cookies (about projective texture mapping for shaping light)
2.5.4 Projectors (about projective texture mapping for projectors)
2.6 Environment Mapping
2.6.1 Reflecting Surfaces (about reflection mapping)
2.6.2 Curved Glass (about refraction mapping)
2.6.3 Skyboxes (about rendering of environment maps as background)
2.6.4 Many Light Sources (about image-based lighting)
2.7 Variations on Lighting
2.7.1 Brushed Metal (about anisotropic specular reflection)
2.7.2 Specular Highlights at Silhouettes (about the Fresnel factor for specular reflection)
2.7.3 Diffuse Reflection of Skylight (about hemisphere lighting)
2.7.4 Translucent Surfaces (about diffuse and forward-scattered transmission of backlight)
2.7.5 Translucent Bodies (about diffuse lighting with reduced contrast and transmission of diffuse backlight at silhouettes)
2.7.6 Soft Shadows of Spheres (about rendering the umbra and penumbra of spheres)
Toon Shading (about non-photorealistic rendering)
2.8 Non-Standard Vertex Transformations
2.8.1 Screen Overlays (about a direct transformation from object space to screen space)
2.8.2 Billboards (about view-aligned projection of objects)
2.8.3 Nonlinear Deformations (about vertex blending)
2.8.4 Shadows on Planes (about projecting shadows onto planes)
2.8.5 Mirrors (about mirroring objects and stenciling with the alpha buffer)
2.9 Miscellaneous
2.9.1 Rotations (about Euler angles and quaternions)
2.9.2 Projection for Virtual Reality (about off-axis perspective projection)
2.9.3 Bézier Curves (about quadratic Bézier curves and splines)
2.9.4 Hermite Curves (about cubic Hermite curves and splines)
2.9.5 Debugging Shaders with Visual Studio
3 Missing Tutorials
3.1 Basic Features of Unity
3.1.1 Fog
3.1.2 Lightmaps
3.1.3 Particles
3.1.4 Halos
3.1.5 Spherical Harmonic Lighting
3.1.6 Generate Cube Texture with ReadPixels
3.2 Features Related to RenderTexture
3.2.1 Water Reflection and Refraction (about Water)
3.2.2 Image Processing (Unity's grab pass)
3.2.3 Shadow Maps
3.3 Optimizing Shaders
3.3.1 Per-Vertex vs. Per-Fragment Computations
3.3.2 Blending and discard (and Alpha Test)
3.3.3 Precision of Variables
3.3.4 Sampling of Textures
3.3.5 Other Recommendations
3.4 Other Topics
3.4.1 Z Priming
3.4.2 Chroma Keying
3.4.3 Illuminated Lines
3.4.4 Ambient Occlusion by Spheres (soft shadows of spheres from skylight)
3.4.5 Water Waves (procedural normal mapping)
3.4.6 Curved Mirrors (raytraced reflections)
3.4.7 Shadow Volumes without Stencil Buffer
3.4.8 Animated Sprites
3.4.9 Procedural Textures (noise)
3.4.10 Glitter Effect
4 Links
Unity shader reference: http://unity3d.com/support/documentation/Components/SL-Reference.html
Shaders in the Unify Community Wiki: http://wiki.unity3d.com/index.php/Shaders
Unity user forum about shaders: http://forum.unity3d.com/forums/16-ShaderLab
Video tutorials on graphics: http://unity3d.com/learn/tutorials/topics/graphics
Blog entry about a SIGGRAPH presentation on shader optimization: http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/
1 Preliminaries
2 Tutorials
2.1 Basics
2.1.1 Minimal Shader (about shaders, materials, and game objects)
2.1.2 RGB Cube (about vertex output parameters)
2.1.3 Debugging of Shaders (about vertex input parameters)
2.1.4 Shading in World Space (about uniforms)
2.2 Transparent Surfaces
2.2.1 Cutaways (about discarding fragments and triangle-face culling)
2.2.2 Transparency (about blending)
2.2.3 Order-Independent Transparency (about order-independent blending)
2.2.4 Silhouette Enhancement (about transforming normal vectors)
2.3 Basic Lighting
2.3.1 Diffuse Reflection (about per-vertex diffuse lighting and multiple light sources of different kinds)
2.3.2 Specular Highlights (about per-vertex lighting)
2.3.3 Two-Sided Surfaces (about two-sided per-vertex lighting)
2.3.4 Smooth Specular Highlights (about per-pixel lighting)
2.3.5 Two-Sided Smooth Surfaces (about two-sided per-pixel lighting)
2.3.6 Multiple Lights (about for-loops for handling multiple light sources in one shader pass)
2.4 Basic Texturing
2.4.1 Textured Spheres (about texturing a sphere)
2.4.2 Lighting Textured Surfaces (about textures for diffuse lighting)
2.4.3 Glossy Textures (about gloss mapping)
2.4.4 Transparent Textures (about using alpha textures for discarding fragments, alpha testing, and blending)
2.4.5 Layers of Textures (about multitexturing)
2.5 Textures in 3D
2.5.1 Lighting of Bumpy Surfaces (about normal mapping)
2.5.2 Projection of Bumpy Surfaces (about parallax mapping)
2.5.3 Cookies (about projective texture mapping for shaping light)
2.5.4 Projectors (about projective texture mapping for projectors)
2.6 Environment Mapping
2.6.1 Reflecting Surfaces (about reflection mapping)
2.6.2 Curved Glass (about refraction mapping)
2.6.3 Skyboxes (about rendering of environment maps as background)
2.6.4 Many Light Sources (about image-based lighting)
2.7 Variations on Lighting
2.7.1 Brushed Metal (about anisotropic specular reflection)
2.7.2 Specular Highlights at Silhouettes (about the Fresnel factor for specular reflection)
2.7.3 Diffuse Reflection of Skylight (about hemisphere lighting)
2.7.4 Translucent Surfaces (about diffuse and forward-scattered transmission of backlight)
2.7.5 Translucent Bodies (about diffuse lighting with reduced contrast and transmission of diffuse backlight at silhouettes)
2.7.6 Soft Shadows of Spheres (about rendering the umbra and penumbra of spheres)
Toon Shading (about non-photorealistic rendering)
2.8 Non-Standard Vertex Transformations
2.8.1 Screen Overlays (about a direct transformation from object space to screen space)
2.8.2 Billboards (about view-aligned projection of objects)
2.8.3 Nonlinear Deformations (about vertex blending)
2.8.4 Shadows on Planes (about projecting shadows onto planes)
2.8.5 Mirrors (about mirroring objects and stenciling with the alpha buffer)
2.9 Miscellaneous
2.9.1 Rotations (about Euler angles and quaternions)
2.9.2 Projection for Virtual Reality (about off-axis perspective projection)
2.9.3 Bézier Curves (about quadratic Bézier curves and splines)
2.9.4 Hermite Curves (about cubic Hermite curves and splines)
2.9.5 Debugging Shaders with Visual Studio
3 Missing Tutorials
3.1 Basic Features of Unity
3.1.1 Fog
3.1.2 Lightmaps
3.1.3 Particles
3.1.4 Halos
3.1.5 Spherical Harmonic Lighting
3.1.6 Generate Cube Texture with ReadPixels
3.2 Features Related to RenderTexture
3.2.1 Water Reflection and Refraction (about Water)
3.2.2 Image Processing (Unity's grab pass)
3.2.3 Shadow Maps
3.3 Optimizing Shaders
3.3.1 Per-Vertex vs. Per-Fragment Computations
3.3.2 Blending and discard (and Alpha Test)
3.3.3 Precision of Variables
3.3.4 Sampling of Textures
3.3.5 Other Recommendations
3.4 Other Topics
3.4.1 Z Priming
3.4.2 Chroma Keying
3.4.3 Illuminated Lines
3.4.4 Ambient Occlusion by Spheres (soft shadows of spheres from skylight)
3.4.5 Water Waves (procedural normal mapping)
3.4.6 Curved Mirrors (raytraced reflections)
3.4.7 Shadow Volumes without Stencil Buffer
3.4.8 Animated Sprites
3.4.9 Procedural Textures (noise)
3.4.10 Glitter Effect
4 Links
Unity shader reference: http://unity3d.com/support/documentation/Components/SL-Reference.html
Shaders in the Unify Community Wiki: http://wiki.unity3d.com/index.php/Shaders
Unity user forum about shaders: http://forum.unity3d.com/forums/16-ShaderLab
Video tutorials on graphics: http://unity3d.com/learn/tutorials/topics/graphics
Blog entry about a SIGGRAPH presentation on shader optimization: http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/
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