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[Camera’s Depth Texture] In Unity a Camera can generate a depth or depth+normals texture. This is a minimalistic G-buffer texture that can be used for post-processing effects or to implement custom lighting models (e.g. light pre-pass). Camera actual…
使用Depth Textures: 可以将depth信息渲染到一张texture,有些效果的制作会需要scene depth信息,此时depth texture就可以派上用场了. Depth Texture在不同平台上有不同的实现,并且原生的支持也不一样. UnityCG.cginc里面定义了一些使用depth texture的帮助宏定义: UNITY_TRANSFER_DEPTH(o) 计算eye space的深度值,并写入变量o(float2).当需要渲染到一张深度贴图时,在vertex s…
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[Rendering with Replaced Shaders] 1.RenderType tag 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 cam…
内置变量都在UnityShaderVariables.cginc文件中声明 变换矩阵 All these matrices arefloat4x4 type. Name Value UNITY_MATRIX_MVP Current model * view * projection matrix. 从object space转到 projection space UNITY_MATRIX_MV Current model * view matrix. 从object space转到camera…
Depth of Field 3.4 is a common postprocessing effect that simulates the properties of a camera lens. The name refers to the fact that the effect has had significant performance and feature improvements in Unity 3.4. 景深3.4特效是一种常见的模拟相机透镜的后处理特效.它的名字反映了在…
1down votefavorite   I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: software pcf (because hardwar…
http://www.codinglabs.net/tutorial_opengl_deferred_rendering_shadow_mapping.aspx Tutorial - Deferred Rendering Shadow Mapping In this tutorial I will present the shadow mapping technique implemented in a deferred renderer. This tutorial will lean on…
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预定义shader预处理宏: Target platform: SHADER_API_OPENGL - desktop OpenGL SHADER_API_D3D9 - Direct3D SHADER_API_XBOX360 - Xbox SHADER_API_PS3 - PlayStation SHADER_API_D3D11 - desktop Direct3D SHADER_API_GLES - OpenGL ES 2.0 (desktop or mobile), use presence…