Unity3D Shader 内置函数
Intrinsic Functions (DirectX HLSL)
The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.
| 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) |
Unity3D Shader 内置函数的更多相关文章
- Unity3d shader内置矩阵
内置矩阵 支持的矩阵(float4x4):UNITY_MATRIX_MVP 当前模型视图投影矩阵UNITY_MATRIX_MV 当前模型视图矩阵UNITY_MATRI ...
- Unity3D -- shader语法内置函数
该篇是Unity Shader中HLSL的内置函数,主要是一些数学方面的计算函数.在写Shader的时候可以直接使用. abs //计算输入值的绝对值. acos //返回输入值反余弦值. all / ...
- [Unity Shader] 坐标变换与法线变换及Unity5新增加的内置函数
学习第六章Unity内置函数时,由于之前使用mul矩阵乘法时的顺序与书中不一致,导致使用内置函数时出现光照效果不一样,因此引出以下两个问题: 1 什么时候使用3x3矩阵,什么时候使用4x4矩阵? 2 ...
- DirectX HLSL 内置函数
Intrinsic Functions (DirectX HLSL) The following table lists the intrinsic functions available in HL ...
- 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 ...
- 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 ...
- Entity Framework 6 Recipes 2nd Edition(11-12)译 -> 定义内置函数
11-12. 定义内置函数 问题 想要定义一个在eSQL 和LINQ 查询里使用的内置函数. 解决方案 我们要在数据库中使用IsNull 函数,但是EF没有为eSQL 或LINQ发布这个函数. 假设我 ...
- Oracle内置函数:时间函数,转换函数,字符串函数,数值函数,替换函数
dual单行单列的隐藏表,看不见 但是可以用,经常用来调内置函数.不用新建表 时间函数 sysdate 系统当前时间 add_months 作用:对日期的月份进行加减 写法:add_months(日期 ...
- python内置函数
python内置函数 官方文档:点击 在这里我只列举一些常见的内置函数用法 1.abs()[求数字的绝对值] >>> abs(-13) 13 2.all() 判断所有集合元素都为真的 ...
随机推荐
- 你真的会用Gson吗?Gson使用指南(4)
原文出处: 怪盗kidou 注:此系列基于Gson 2.4. 本次文章的主要内容: TypeAdapter JsonSerializer与JsonDeserializer TypeAdapterFac ...
- Image Processing in Python with Pillow
Introduction A lot of applications use digital images, and with this there is usually a need to proc ...
- MDX Cookbook 08 - 基于集合上的迭代递归
递归的应用有时是非常重要的,特别在迭代一个集合的时候.为什么这么说呢?原因在于迭代在MDX中的使用是基于集合函数的,像 GENERATE() 它们都需要遍历整个集合.但是如果这个集合非常的庞大,我们仅 ...
- 基于Centos体验自然语言处理 by PHP SDK
系统要求:CentOS 7.2 64 位操作系统 准备工作 获取 SecretId 和 SecretKey1 前往 密钥管理 页面获取你的 SecretId 和 SecretKey 信息,这些信息将会 ...
- ceph rgw multisite基本用法
Realm: Zonegroup: 理解为数据中心,由一个或多个Zone组成,每个Realm有且仅有 一个Master Zonegroup,用于处理系统变更,其他的称为Slave Zonegroup, ...
- 【Windows】Windows中解析DOS的for命令使用
目录结构: contents structure [+] 简介 for /d ... in ... 案例 案例:打印C://根目录下所有的文件夹名称 案例:打印当前路径下,只有1-3个字母的文件夹名 ...
- sonarqube 自动代码审查
1.docker 拉取sonarqube docker pull sonarqube 2.启动docker docker run -d --name sonarqube -p 9000:9000 so ...
- 当 Visual Studio 扩展遇到错误时
我是遇到了 Github 扩展经常在 Visual Studio 启动时报错,找了一下可以尝试以下方法: 首先卸载插件 然后删除 %LocalAppData%\Microsoft\VisualStud ...
- SQL数据类型和C#数据类型间的转换
今天看到SQL数据类型和C#数据类型间的转换,前人留下的. <?xml version="1.0" encoding="utf-8" ?> < ...
- 译: 2. RabbitMQ Spring AMQP 之 Work Queues
在上一篇博文中,我们写了程序来发送和接受消息从一个队列中. 在这篇博文中我们将创建一个工作队列,用于在多个工作人员之间分配耗时的任务. Work Queues 工作队列(又称:任务队列)背后的主要思想 ...