微信扫一扫 分享朋友圈

已有 1917 人浏览分享

开启左侧

《Unity着色器圣经》1.0.0 着色器编程语言介绍

[复制链接]
1917 0

本帖最后由 DUO 于 2023-3-29 21:47 编辑

Introduction to the shader programming language

Untitled.png

Initial observations

Years ago, when I was just starting my studies about shaders in Unity, it was challenging to understand much of the content I found in the books for several factors. I still remember that day of studies, wishing to understand the operation of the semantics POSITION[n]; however, when I managed to find its definition, I found the following statement:

Vertex position in object-space.

初步观察

几年前,当我刚开始学习Unity中的着色器时,由于多种因素,我很难理解书籍中的大部分内容。我仍然记得那一天,我希望了解POSITION[n]的语义操作方式;然而,当我成功找到它的定义时,我发现以下说明:

顶点位置处于物体空间。

At that moment, I asked myself, what is the vertex position in object-space? Then I understood that there was previous information that I had to know before starting to read about this subject.

那时候,我问自己,对象空间中的顶点位置是什么?然后我悟了,在开始阅读这个主题之前,我必须了解先前的信息。

In my experience, I have been able to identify at least four fundamental areas that facilitate the understanding of shaders and their structure, such as properties of a polygonal object, the structure of a render pipeline, matrices, and coordinate systems.

根据我的经验,我至少能够确定四个基本领域,有助于理解着色器及其结构,如多边形对象的属性,渲染管道的结构,矩阵和坐标系。

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有账号?立即注册

x
您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

0

关注

0

粉丝

39

主题
精彩推荐
热门资讯
网友晒图
图文推荐
  • iOS App

  • 安卓App

Archiver|手机版|小黑屋|技你太美101

GMT+8, 2024-11-21 19:38 , Processed in 0.113163 second(s), 31 queries .

Powered by 技你太美101

© 2024 JNTM101 Team