1.前面心情

公司最近打包,像我等小弟闲着,看代码容易困,没事偷着学shader,不过还是要多交流才行。

2.本文参考

这次参考比较多;由texture uv延伸问题多,主要是不明白变量定义;

http://blog.csdn.net/candycat1992/article/details/17754427  纹理移动,以及一个新shader,更改水纹理的效果

http://www.jianshu.com/p/7b9498e58659  介绍shaderLab比较详细了

u3d manual 必备

3.代码

本文做的事情,其实就是解释代码了。。主要是读http://blog.csdn.net/candycat1992/article/details/17754427的代码;顺便查UnityManual

首先是书中例子代码:

Shader "Custom/ScrollingUVs" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
// Add two properties
_ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2
_ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200 CGPROGRAM
#pragma surface surf Lambert sampler2D _MainTex;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed; struct Input {
float2 uv_MainTex;
}; void surf (Input IN, inout SurfaceOutput o) {
fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollXSpeed * _Time.y;
fixed yScrollValue = _ScrollYSpeed * _Time.y; scrolledUV += fixed2(xScrollValue, yScrollValue); half4 c = tex2D (_MainTex, scrolledUV);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

  

其次是http://blog.csdn.net/candycat1992/article/details/17754427后面处理水的代码:

Shader "Mobile/Transparent/Vertex Color" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,0)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
} Category {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Alphatest Greater 0
Blend SrcAlpha OneMinusSrcAlpha
SubShader {
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Pass {
ColorMaterial AmbientAndDiffuse
Fog { Mode Off }
Lighting Off
SeparateSpecular On
SetTexture [_MainTex] {
Combine texture * primary, texture * primary
}
SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant DOUBLE, previous * constant
}
}
}
}
}

  

4.我学到什么:

(1).内置变量的查看

http://docs.unity3d.com/Manual/SL-UnityShaderVariables.html

C:\Program Files (x86)\Unity\Editor\Data\UnityShaderVariables.cginc

CBUFFER_START(UnityPerCamera)
// Time values from Unity
uniform float4 _Time;
uniform float4 _SinTime;
uniform float4 _CosTime;
uniform float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt

  

fixed xScrollValue = _ScrollXSpeed * _Time.y; 
Name Type Value
_Time float4 Time since level load (t/20, t, t*2, t*3), use to animate things inside the shaders.
_SinTime float4 Sine of time: (t/8, t/4, t/2, t).
_CosTime float4 Cosine of time: (t/8, t/4, t/2, t).
unity_DeltaTime float4 Delta time: (dt, 1/dt, smoothDt, 1/smoothDt).

_Time.y 也就是float4中第二个值,t,即游戏开始到现在的时间; 如果用t/20的话,_ScrollXSpeed * _Time.y;每帧的差值会小一些;

不过smoothDt是什么?应该是dt每帧差值,更平滑的处理?

(2).材质属性的设置,Shininess:

 _Shininess ("Shininess", Range (0.1, 1)) = 0.7

  上上一章说明了光源的三种属性:ambient\diffuse\specular;

材质也有对应属性:

		Material
{
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}

  Shininess          http://docs.unity3d.com/Manual/SL-Material.html

Shininess number: The sharpness of the highlight, between 0 and 1. At 0 you get a huge highlight that looks a lot like diffuse lighting, at 1 you get a tiny speck.

              http://my.oschina.net/u/1469992/blog/273307

即和Specular相关的镜面指数,指定了镜面反射加亮的大小和集中性,0表示不聚焦,整个表面均匀加亮;1表示聚焦,光斑小,最亮。

(3). Alphatest Greater 0

http://docs.unity3d.com/Manual/SL-AlphaTest.html

Greater 0 即大于0的都通过,对于本此实验,没用

http://blog.sina.com.cn/s/blog_471132920101d8z1.html 讲了alphaTest实际使用,不过最后一个应该错了;

使用alphaTest,可以使场景更加柔和,同时有实体感;

(4). Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}

内容有些多;http://docs.unity3d.com/Manual/SL-SubShaderTags.html
"Queue"="Transparent"

There are four pre-defined render queues, but there can be more queues in between the predefined ones. The predefined queues are:
一共四个预定义队列临界值,不过可以在此之间设置新预定义值
Background - this render queue is rendered before any others. You’d typically use this for things that really need to be in the background.
Geometry (default) - this is used for most objects. Opaque geometry uses this queue.
非透明几何数据使用此

AlphaTest - alpha tested geometry uses this queue. It’s a separate queue from Geometry one since it’s more efficient to render alpha-tested objects after all solid ones are drawn.
从geometry中分出来的,在所有solid绘制后,AlphaTest,更有效的操作
Transparent - this render queue is rendered after Geometry and AlphaTest, in back-to-front order. Anything alpha-blended (i.e. shaders that don’t write to depth buffer) should go here (glass, particle effects).
透明,alpha混合操作;不进行z-write写入深度buffer;glass,particle效果
Overlay - this render queue is meant for overlay effects. Anything rendered last should go here (e.g. lens flares).
最上层效果,如镜头光晕

For special uses in-between queues can be used. Internally each queue is represented by integer index; Background is 1000, Geometry is 2000, AlphaTest is 2450,Transparent is 3000 and Overlay is 4000. If a shader uses a queue like this:
Tags { "Queue" = "Geometry+1" }
This will make the object be rendered after all opaque objects, but before transparent objects, as render queue index will be 2001 (geometry plus one). This is useful in situations where you want some objects be always drawn between other sets of objects. For example, in most cases transparent water should be drawn after opaque objects but before transparent objects.

+1,累加操作,会让此object绘制在所有opaque绘制后进行;同时在transparent之前; 当你想此object绘制顺序between其他object之间时,此很有用。比如,water在opaque和其他transparent之间绘制的;
Queues up to 2500 (“Geometry+500”) are consided “opaque” and optimize the drawing order of the objects for best performance. Higher rendering queues are considered for “transparent objects” and sort objects by distance, starting rendering from the furthest ones and ending with the closest ones. Skyboxes are drawn in between all opaque and all transparent objects.

天空盒在opaque和transparent之间???不应该在background吗?即opaque之前吗?

 
RenderType tag categorizes shaders into several predefined groups, e.g. is is an opaque shader, or an alpha-tested shader etc. This is used by Shader Replacement and in some cases used to produce camera’s depth texture.

If IgnoreProjector tag is given and has a value of “True”, then an object that uses this shader will not be affected by Projectors. This is mostly useful on semitransparent objects, because there is no good way for Projectors to affect them.

以上两句不懂;1.RenderType的作用?是为了分类方便,调用不同类型的shader吗

           2.Projector控件的使用。上句英文意思 应该是半透明物体不适合投影效果,如果渲染半透明object,IgnoreProjector设置true;可我对Projector是啥不熟悉,类似渲染到纹理效果吗?

(5) Blend SrcAlpha OneMinusSrcAlpha

分清楚source和des哦。。。 Source refers to the calculated color, Destination is the color already on the screen. The blend factors are ignored if BlendOp is using logical operations.

http://docs.unity3d.com/Manual/SL-Blend.html

(6)Combine previous * constant DOUBLE, previous * constant

http://docs.unity3d.com/Manual/SL-SetTexture.html

SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant DOUBLE, previous * constant //rgb,a值;第二个参数为alpha
}

和ogl里setTexture类似;具体看文档吧

小Tips:我一直以为这段代码,去掉DOUBLE后,由于_Color是(1,1,1,1),得到的场景A,和删除此段代码得到场景B是一样的;但结果是A要浅一些;

一直有疑问,后来发现:是我在u3d编辑器把alpha值设置成0.5了;

(7)http://www.jianshu.com/p/7b9498e58659

上博客介绍u3d  shaderLab的比较详细了

5.待解决的疑问;

即黄色的部分;

1.smoothDr是啥?

2.Skyboxes are drawn in between all opaque and all transparent objects.

3.1.RenderType的作用?

4.Projector控件的使用

几个问题都需要实验,估计时间比较久。

Tips,今天看到fog, fog在PS颜色合成之前,操作是:修改片元的颜色,达到雾化效果;是在PS管线内,即所有Test之前进行的

昨晚mipMap和滤波filter方式又看了下,概念不清晰。

   

u3d_Shader_effects笔记5 第二章 通过UV,进行纹理移动的更多相关文章

  1. u3d_Shader_effects笔记6 第二章 animating sprite

    1.前面的心情 上班看shader我也是醉了.写完这篇看代码去了,不过看着看着恐怕就会困.... 还有就是上天,我该怎么做,下一步,大懒: 2.参考源头 http://blog.csdn.net/ca ...

  2. Stealth视频教程学习笔记(第二章)

    Stealth视频教程学习笔记(第二章) 本文是对Unity官方视频教程Stealth的学习笔记.在此之前,本人整理了Stealth视频的英文字幕,并放到了优酷上.本文将分别对各个视频进行学习总结,提 ...

  3. Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第二章:矩阵代数

    原文:Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第二章:矩阵代数 学习目标: 理解矩阵和与它相关的运算: 理解矩阵的乘 ...

  4. Java编程思想_笔记_第二章_一切都是对象

    第二章对于知识只是点到,会在以后章节会详细展开. 笔记的侧重会偏向记录自己知识模糊的地方.比如 xxx 很重要很难很实用,但是已经熟练使用就没有记录,而 “使用对象.成员名称来使用成员变量”,较简单而 ...

  5. 【vue.js权威指南】读书笔记(第二章)

    [第2章:数据绑定] 何为数据绑定?答曰:数据绑定就是将数据和视图相关联,当数据发生变化的时候,可以自动的来更新视图. 数据绑定的语法主要分为以下几个部分: 文本插值:文本插值可以说是最基本的形式了. ...

  6. Javascript高级程序设计读书笔记(第二章)

    第二章  在HTML中使用Javascript 2.1<script>元素 延迟脚本(defer = "defer")表明脚本在执行时不会影响页面的构造,脚本会被延迟到 ...

  7. win32多线程程序设计笔记(第二章)

    第二章线程的第一次接触,主要讲了如何创建线程以及需要注意的几点. 一.创建线程 与调用函数的过程类似;线程只不过用CreateThread的API将函数封装起来,并产生一个与主程序同时执行的程序来调用 ...

  8. 流畅的python学习笔记:第二章

    第二章开始介绍了列表这种数据结构,这个在python是经常用到的结构 列表的推导,将一个字符串编程一个列表,有下面的2种方法.其中第二种方法更简洁.可读性也比第一种要好 str='abc' strin ...

  9. java并发编程实战笔记---(第二章)线程安全:正确性

    ThreadA__________     同步 ______________ 异步 ___________     异步 ThreadB__________         ____________ ...

随机推荐

  1. SAP中数字计算时溢出捕获

    CLEAR:g_vol. CATCH SYSTEM-EXCEPTIONS arithmetic_errors = OTHERS = . g_vol = gwa_input-laeng * gwa_in ...

  2. Vault 不同版本的API的异同

    大家知道,Autodesk Vault 2014有几个版本,依次为( Basic, Workgroup, Professional),不同版本的功能不相同,关于Vault产品功能的不同之处可以在Vau ...

  3. This version of android studio is incompatible with the gradle version used.Try disabling the instant run解决办法

    今天打开android studio又碰到一个奇怪的问题:This version of android studio is incompatible with the gradle version ...

  4. 转 java中static{}语句块详解

    原文地址:http://blog.csdn.net/lubiaopan/article/details/4802430     感谢原作者! static{}(即static块),会在类被加载的时候执 ...

  5. Android Studio简单设置

    IDE外观&行为 修改主题,修改全局字体 修改主题,想用炫酷的深色主题,就改成Darcula吧:字体的话,选一个带中文的,要不然会有很多口口,我这里用Microsoft YaHei UI,很不 ...

  6. 【代码笔记】iOS-点击一个button,出6个button

    一,效果图. 二,工程图. 三,代码. RootViewController.h #import <UIKit/UIKit.h> //加入头文件 #import "DCPathB ...

  7. 【代码笔记】iOS-标题2个图标,点击的时候,页面跳转

    一,效果图. 二,工程图. 三,代码 RootViewController.h #import <UIKit/UIKit.h> @interface RootViewController ...

  8. CYQ.Data 数据框架 使用篇一 入门指南

    快速使用帮助 | 回贴(13) | 浏览(11303) | 发表日期 :2010-12-20 20:12:29   #楼主   本文针对V5版本进行修改于(2016-07-04) 下面是使用步骤: 一 ...

  9. Atitit.论图片类型 垃圾文件的识别与清理  流程与设计原则 与api概要设计 v2 pbj

    Atitit.论图片类型 垃圾文件的识别与清理  流程与设计原则 与api概要设计 v2 pbj 1. 俩个问题::识别垃圾文件与清理策略1 2. 如何识别垃圾图片1 2.1. 体积过小文件<1 ...

  10. AEAI DP按钮权限配置说明

    1 背景概述 AEAI DP3.5版本以后支持对按钮权限进行灵活的管理配置,本文对配置过程进行详细说明,为相关使用人员提供指导和参考. 2 预期读者 数通畅联技术人员 AEAI DP开发平台使用人员 ...