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标题: [Unity 组件参考手册]内置着色器指南 [打印本页]

作者: .    时间: 2013-2-5 15:15
标题: [Unity 组件参考手册]内置着色器指南
If you're looking for the best information for using Unity's built-in shaders, you've come to the right place. Unity includes more than 40 built-in shaders, and of course you can write many more on your own! This guide will explain each family of the built-in shaders, and go into detail for each specific shader. With this guide, you'll be able to make the most out of Unity's shaders, to achieve the effect you're aiming for.假如要了解关于Unity内置shader的更多重要信息,你已经进入正确的地方。Unity包括超过40种内置的shader,当然也可以自己编写更多属于自己的shader!本指导将依次解释每个内置的shader,并讲述每个指定shader的详细信息。跟着此向导可以创建置更多Unity之外的shader,完成预期的效果。
Using Shaders 使用着色器Shaders in Unity are used through Materials, which essentially combine shader code with parameters like textures. An in-depth explanation of the Shader/Material relationship can be read here.在Unity中shader是通过Materials(材质)来应用的,实际上每个shader关联的代码和参数类似Textures(纹理)一样,关于一个更全面的Shader/Material之间的解释可以到这里阅读。Material properties will appear in the Inspector when either the Material itself or a GameObject that uses the Material is selected. The Material Inspector looks like this:当Material(材质)自身或者应用了此材质的GameObject(游戏对象)被选择时材质属性会显示在Inspector(检视面板)中,这个材质检视面板就像下面这样:Each Material will look a little different in the Inspector, depending on the specific shader it is using. The shader iself determines what kind of properties will be available to adjust in the Inspector. Material inspector is described in detail in Material reference page. Remember that a shader is implemented through a Material. So while the shader defines the properties that will be shown in the Inspector, each Material actually contains the adjusted data from sliders, colors, and textures. The most important thing to remember about this is that a single shader can be used in multiple Materials, but a single Material cannot use multiple shaders.在检视面板中每个材质都看似有些不同,这依赖于其使用的特定Shader,这个Shader自身将确定在检视面板中匹配哪些属性是可用的,关于材质检视面板详细信息可以到材质参考页面查看。牢记shader是通过Material(材质)才能执行。于此同时这个Shader定义的属性将显示在检视面板,每个材质实际包含通过滑块,颜色及材质调整过的数据信息。要牢记非常重要的事情是一个单一的Shader能够被应用在多维材质中,但是一个单一的材质不能应用在多维Shader中。
Built-in Unity Shaders 内置Unity着色器    Performance of Unity shaders
    Normal Shader Family
        Vertex-Lit
        Diffuse
        Specular
        Bumped Diffuse
        Bumped Specular
        Parallax Diffuse
        Parallax Bumped Specular
        Decal
        Diffuse Detail
    Transparent Shader Family
        Transparent Vertex-Lit
        Transparent Diffuse
        Transparent Specular
        Transparent Bumped Diffuse
        Transparent Bumped Specular
        Transparent Parallax Diffuse
        Transparent Parallax Specular
    Transparent Cutout Shader Family
        Transparent Cutout Vertex-Lit
        Transparent Cutout Diffuse
        Transparent Cutout Specular
        Transparent Cutout Bumped Diffuse
        Transparent Cutout Bumped Specular
    Self-Illuminated Shader Family
        Self-Illuminated Vertex-Lit
        Self-Illuminated Diffuse
        Self-Illuminated Specular
        Self-Illuminated Normal mapped Diffuse
        Self-Illuminated Normal mapped Specular
        Self-Illuminated Parallax Diffuse
        Self-Illuminated Parallax Specular
    Reflective Shader Family
        Reflective Vertex-Lit
        Reflective Diffuse
        Reflective Specular
        Reflective Bumped Diffuse
        Reflective Bumped Specular
        Reflective Parallax Diffuse
        Reflective Parallax Specular
        Reflective Normal Mapped Unlit
        Reflective Normal mapped Vertex-lit
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作者: nts    时间: 2013-10-20 11:39
一个单一的Shader能够被应用在多维材质中,但是一个单一的材质不能应用在多维Shader中




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