为了方便自己记忆,将常用的CG函数写于此

转载于 http://www.cppblog.com/lai3d/archive/2008/10/23/64889.html

Name Syntax Description
abs abs(x) Absolute value (per component).
acos acos(x) Returns the arccosine of each component of x.
all all(x) Test if all components of x are nonzero.
any any(x) Test if any component of x is nonzero.
asfloat asfloat(x) Convert the input type to a float.
asin asin(x) Returns the arcsine of each component of x.
asint asint(x) Convert the input type to an integer.
asuint asuint(x) Convert the input type to an unsigned integer.
atan atan(x) Returns the arctangent of x.
atan2 atan2(y, x) Returns the arctangent of of two values (x,y).
ceil ceil(x) Returns the smallest integer which is greater than or equal to x.
clamp clamp(x, min, max) Clamps x to the range [min, max].
clip clip(x) Discards the current pixel, if any component of x is less than zero.
cos cos(x) Returns the cosine of x.
cosh cosh(x) Returns the hyperbolic cosine of x.
cross cross(x, y) Returns the cross product of two 3D vectors.
D3DCOLORtoUBYTE4 D3DCOLORtoUBYTE4(x) Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.
ddx ddx(x) Returns the partial derivative of x with respect to the screen-space x-coordinate.
ddy ddy(x) Returns the partial derivative of x with respect to the screen-space y-coordinate.
degrees degrees(x) Converts x from radians to degrees.
determinant determinant(m) Returns the determinant of the square matrix m.
distance distance(x, y) Returns the distance between two points.
dot dot(x, y) Returns the dot product of two vectors.
exp exp(x) Returns the base-e exponent.
exp2 exp2(x) Base 2 exponent (per component).
faceforward faceforward(n, i, ng) Returns -n * sign(•(i, ng)).
floor floor(x) Returns the greatest integer which is less than or equal to x.
fmod fmod(x, y) Returns the floating point remainder of x/y.
frac frac(x) Returns the fractional part of x.
frexp frexp(x, exp) Returns the mantissa and exponent of x.
fwidth fwidth(x) Returns abs(ddx(x)) + abs(ddy(x))
GetRenderTargetSampleCount GetRenderTargetSampleCount() Returns the number of render-target samples.
GetRenderTargetSamplePosition GetRenderTargetSamplePosition(x) Returns a sample position (x,y) for a given sample index.
isfinite isfinite(x) Returns true if x is finite, false otherwise.
isinf isinf(x) Returns true if x is +INF or -INF, false otherwise.
isnan isnan(x) Returns true if x is NAN or QNAN, false otherwise.
ldexp ldexp(x, exp) Returns x * 2exp
length length(v) Returns the length of the vector v.
lerp lerp(x, y, s) Returns x + s(y - x).
lit lit(n • l, n • h, m) Returns a lighting vector (ambient, diffuse, specular, 1)
log log(x) Returns the base-e logarithm of x.
log10 log10(x) Returns the base-10 logarithm of x.
log2 log2(x) Returns the base-2 logarithm of x.
max max(x, y) Selects the greater of x and y.
min min(x, y) Selects the lesser of x and y.
modf modf(x, out ip) Splits the value x into fractional and integer parts.
mul mul(x, y) Performs matrix multiplication using x and y.
noise noise(x) Generates a random value using the Perlin-noise algorithm.
normalize normalize(x) Returns a normalized vector.
pow pow(x, y) Returns xy.
radians radians(x) Converts x from degrees to radians.
reflect reflect(i, n) Returns a reflection vector.
refract refract(i, n, R) Returns the refraction vector.
round round(x) Rounds x to the nearest integer
rsqrt rsqrt(x) Returns 1 / sqrt(x)
saturate saturate(x) Clamps x to the range [0, 1]
sign sign(x) Computes the sign of x.
sin sin(x) Returns the sine of x
sincos sincos(x, out s, out c) Returns the sine and cosine of x.
sinh sinh(x) Returns the hyperbolic sine of x
smoothstep smoothstep(min, max, x) Returns a smooth Hermite interpolation between 0 and 1.
sqrt sqrt(x) Square root (per component)
step step(a, x) Returns (x >= a) ? 1 : 0
tan tan(x) Returns the tangent of x
tanh tanh(x) Returns the hyperbolic tangent of x
tex1D tex1D(s, t) 1D texture lookup.
tex1Dbias tex1Dbias(s, t) 1D texture lookup with bias.
tex1Dgrad tex1Dgrad(s, t, ddx, ddy) 1D texture lookup with a gradient.
tex1Dlod tex1Dlod(s, t) 1D texture lookup with LOD.
tex1Dproj tex1Dproj(s, t) 1D texture lookup with projective divide.
tex2D tex2D(s, t) 2D texture lookup.
tex2Dbias tex2Dbias(s, t) 2D texture lookup with bias.
tex2Dgrad tex2Dgrad(s, t, ddx, ddy) 2D texture lookup with a gradient.
tex2Dlod tex2Dlod(s, t) 2D texture lookup with LOD.
tex2Dproj tex2Dproj(s, t) 2D texture lookup with projective divide.
tex3D tex3D(s, t) 3D texture lookup.
tex3Dbias tex3Dbias(s, t) 3D texture lookup with bias.
tex3Dgrad tex3Dgrad(s, t, ddx, ddy) 3D texture lookup with a gradient.
tex3Dlod tex3Dlod(s, t) 3D texture lookup with LOD.
tex3Dproj tex3Dproj(s, t) 3D texture lookup with projective divide.
texCUBE texCUBE(s, t) Cube texture lookup.
texCUBEbias texCUBEbias(s, t) Cube texture lookup with bias.
texCUBEgrad texCUBEgrad(s, t, ddx, ddy) Cube texture lookup with a gradient.
texCUBElod tex3Dlod(s, t) Cube texture lookup with LOD.
texCUBEproj texCUBEproj(s, t) Cube texture lookup with projective divide.
transpose transpose(m) Returns the transpose of the matrix m.
trunc trunc(x) Truncates floating-point value(s) to integer value(s)

CG Shader常用函数的更多相关文章

  1. unity shader 常用函数列表

    此篇博客转自csdn的一位大牛. 中间排版出了一些问题 Intrinsic Functions (DirectX HLSL) The following table lists the intrins ...

  2. Unity3D -- shader常用函数和变量

    最近在学习Unity Shader,写Shader的时候总是忘记Unity为我们提供的函数.变量怎么写的,这里整理一下,方便自己查阅,也提供给网友,学习Shader不易. 1.函数 float3 Wo ...

  3. Unity Shader常用函数,标签,指令,宏总结(持续更新)

    极端常用: UnityObjectToClipPos(v.vertex); 最基本的顶点变换,模型空间 ==>裁剪空间 mul(unity_ObjectToWorld, v.vertex); 顶 ...

  4. Unity3D -- shader光照常用函数和变量

    上一篇记录了shader常用函数和变量,这篇记录一些光照计算时常用函数和变量 1.内置的光照变量 _LightColor0 float4 //该Pass处理的逐像素光源的颜色 _WorldSpaceL ...

  5. [Unity Shader] 常用的数值类型和语义

    书看到第八章,跟随写了一些例子,但有些数值类型的使用还是需要特别注意,经常需要查阅,在这里做一下总结. 1 ShaderLab属性类型和Cg变量类型的匹配关系 Color.Vector:float4, ...

  6. PHP常用函数总结(180多个)[持续更新中...]

    PHP常用函数总结 本文源文件(markdown): https://github.com/yanglr/AlgoSolutions/blob/master/PHP常用函数总结(160多个).md 数 ...

  7. PHP常用函数总结(二)

    PHP常用函数总结 数学函数 1.abs(): 求绝对值 $abs = abs(-4.2); //4.2 数字绝对值数字 2.ceil(): 进一法取整 echo ceil(9.999); // 10 ...

  8. PHP常用函数总结(180多个)

    PHP常用函数总结 数学函数 1.abs(): 求绝对值 $abs = abs(-4.2); //4.2 数字绝对值数字 2.ceil(): 进一法取整 echo ceil(9.999); // 10 ...

  9. CG 内置函数 和 HLSL 内置函数

    CG 内置函数  英伟达官网链接: http://http.developer.nvidia.com/Cg/index_stdlib.html absacosallanyasinatan2atanbi ...

随机推荐

  1. Spring Boot 整合Servlet

    冷知识,几乎用不到 在spring boot中使用Servlet有两种实现方法: 方法一: 正常创建servlet,然后只用注解@ServletComponentScan package clc.us ...

  2. seafile看不见repo报500错误的解决方法

    环境 seafile-server-6.2.5 centos7.5 1804 现象 seafile服务器所在的VPS没动过,前一天seafile用还好好的,昨天客户端突然不能登录了,显示“服务器内部错 ...

  3. 皮尔逊相关系数的java实现

    相关系数的值介于–1与+1之间,即–1≤r≤+1.其性质如下:当r>0时,表示两变量正相关,r<0时,两变量为负相关.当|r|=1时,表示两变量为完全线性相关,即为函数关系.当r=0时,表 ...

  4. 使用TextView实现跑马灯的效果

    1.定义textView标签的4个属性: android:singleLine="true"//使其只能单行 android:ellipsize="marquee&quo ...

  5. pyspark 日期格式

    1. 获取当前日期 from pyspark.sql.functions import current_date spark.range(3).withColumn('date',current_da ...

  6. ubuntu中使用apt-get安装zbar

    apt-get是linux中常用的shell命令,适用于deb包管理式的操作系统,主要用于自动从互联网的软件仓库中搜索.安装.升级.卸载软件或操作系统.apt-get命令一般需要root权限执行,所以 ...

  7. 【NOIP2014】 联合权值

    [题目链接] 点击打开链接 [算法] 如果(u,v)的距离为2,那么有两种可能 : 1.u和v为祖孙关系 2.u和v为兄弟关系 树形DP即可,详见代码 [代码] #include<bits/st ...

  8. [laravel]请求处理

    请求进入 public/index.php 文件. bootstrap/start.php 文件创建应用程序对象并检测环境. 内部的 framework/start.php 文件配置相关设置并加载服务 ...

  9. bzoj2973石头游戏——矩阵乘法

    题目:权限题! 写了一下,但提交不了,先放着吧. 代码如下: #include<iostream> #include<cstdio> #include<cstring&g ...

  10. 【iOS】KVC 和 KVO 的使用场景

    http://blog.csdn.net/chenglibin1988/article/details/38259865   Key Value Coding Key Value Coding是coc ...