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unity3d内置着色器

2016-06-16 11:51 302 查看


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:



The builtin Unity shaders matrix
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