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@JeOam
Created September 23, 2018 04:46
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Unity Shader Notes
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JeOam commented Sep 24, 2018

Each vertex on the model can store data that shaders can access and use to determine what to dray. One of the most important pieces of information that are stored in vertices is the UV data. It consists of two coordinates, U and V, ranging from 0 to 1.

fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;

tex2D function takes a texture and UV and returns the color of the pixel at that position, and the returned color is tinted by _Color

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JeOam commented Sep 24, 2018

_Time: This built-in variable return a variable of the float4 type, meaning that each component of this variable contians different values of time as it pertains to game time.

Unity - Manual: Built-in shader variables

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JeOam commented Sep 26, 2018

Tags are used to add infomation about how the object is going to be rendered. Unity has provided us with some default render queues, each with a unique value that directs Unity when to draw the object to the screen.
This are built-in render queues:

Render queue Desc value
Background This render queue is rendered first. It is used for skyboxes and so on. 1000
Geometry This is the default render queue. This is used for most objects. Opaque geometry use this queue. 2000
AlphaTest 'Alpha-tested geometry uses this queue. It's different from the Geometry queue as it's more efficient to render alpha-tested objects after all the solid objects are drawn. 2450
Transparent This render queue is rendered after Geometry and AlphaTest queues in back-to-front order. Anything alpha-blended (that is, shaders that don't write to the depth buffer) should go here, for example, glass and particle effects. 3000
Overlay This render queue is meant for overlay effects. Anything rendered last should go here, for example, lens flares. 4000

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JeOam commented Sep 26, 2018

#prama surface surf Lambert aplha:fade nolighting
  • Lambert: Use Lambertian Reflectance lighting model
  • nolighting: disable any lighting
  • alpha:face: signal to Cg that this is a Transparent Shader

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JeOam commented Sep 27, 2018

Holographic Effect:

float4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 
o.Albedo = c.rgb; 
float border = 1 - (abs(dot(IN.viewDir, IN.worldNormal))); 
float alpha = (border * (1 - _DotProduct) + _DotProduct); 
// viewDir 是平面的 nomal direction
// dot: 0      border: 1     alpha:  向量正
//                           _DotProduct: 0.25      alpha: 1
//                           _DotProduct: 0.75      alpha: 1
// dot: 0.5    border: 0.5   alpha:
//                           _DotProduct: 0.25      alpha: 0.625
//                           _DotProduct: 0.75      alpha: 0.875
// dot: 1      border: 0     alpha:   向量平行
//                           _DotProduct: 0.25      alpha: 0.25
//                           _DotProduct: 0.75      alpha: 0.75
o.Alpha = c.a * alpha; 

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JeOam commented Sep 27, 2018

Blending textures:

float4 aTexData = tex2D(_ATexture, IN.uv_ATexture); 
float4 bTexData = tex2D(_GTexture, IN.uv_BTexture); 
float4 blendData = tex2D(_BlendTex, IN.uv_BlendTex); 

float4 finalColor = lerp(aTexData, bTexData, blendData.g); 

screen shot 2018-09-24 at 01 02 02

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JeOam commented Nov 27, 2018

sampler2D myTex;
float4          myTex_ST;  // 附带的一个变量

// ...

float2 tiling = myTex_ST.xy; // 放大缩小的倍数 
float2 offset = myTex_ST.zw;  // 位移

float4 o = tex2D(myTex, i.uv * tiling + offset)
return o

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JeOam commented Nov 27, 2018

图片变灰:由于视觉感光对 R,G, B 的敏感度不一样,所以取不同的权重。

float4 grayScale(float4 v) {
    float g = v.r * 0.299 + v.g * 0.578 + v.b * 0.114;
    return float4(g, g, g, v.a);
}

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JeOam commented Nov 27, 2018

if (w < 0) w = 0;
if (w > 1) w = 1;
// 等于
w = clamp(w, 0, 1);

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