unity3d內置着色器

Built-in Shaders 內置着色器

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的每個標準安裝包都有一個內置着色器的庫。有超過30個內置着色器和六個基本族。 

  • Normal: For opaque textured objects. 
    標準:對於不透明紋理對象
  • Transparent: For partly transparent objects. The texture's alpha channel defines the level of transparency. 
    透明:對於部分透明的對象。紋理的alpha通道定義透明度
  • TransparentCutOut: For objects that have only fully opaque and fully transparent areas, like fences. 
    透明剪影:對於擁有完全不透明和完全透明的區域的對象,比如柵欄
  • Self-Illuminated: For objects that have light emitting parts. 
    自身發光:對於有發光部件的對象
  • Reflective: For opaque textured objects that reflect an environment Cubemap
    反射:對於能反射外界立方體貼圖的不透明紋理對象(比如鏡子,本身不透明,但其反映的是外界環境的貼圖——個人理解)

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

在每一組中,內置的着色器按複雜性排列,從簡單的頂點光亮到複雜的視差凸起鏡面。如需更多有關着色器性能的信息,請閱讀內置着色器性能頁面

This grid displays a thumbnail of all built-in Shaders: 

此網格顯示所有內置着色器的縮略圖:

Materials and Shaders(材質與着色器)
The builtin Unity shaders matrix


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