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为您找到相关结果82,145个

Unity Shader实现动态过场切换图片效果_C#教程_脚本之家

o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex,i.uv); // 过场切换的位置 float curPos = _Time.y*_Speed; // 当小于 x,渲染_CutTex(开始都是小于 x的,开始渲染_Cut...
www.jb51.net/article/2182...htm 2025-3-9

C++ Boost Graph算法超详细精讲_C 语言_脚本之家

这就是为什么在 boost::predecessor_map 类型的对象上调用 root_vertex()。示例 31.14 查找到左下角字段的随机路径。 因为boost::random_spanning_tree() 正在寻找随机路径,所以必须将随机数生成器作为第二个参数传递。示例 31.14 使用 std::mt19937,它自 C++11 以来一直是标准库的一部分。您还可以使用 Boost....
www.jb51.net/article/2663...htm 2025-3-4

Unity基于ShaderLab实现光照系统(着色器代码实现小结)_C#教程_脚本之...

o.pos = UnityObjectToClipPos(v.vertex); //环境光 fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; //世界空间下法线 fixed3 worldNormal = normalize(mul(v.normal,unity_WorldToObject)); //世界空间下光照方向 fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz); //点成光照和法线得出漫反...
www.jb51.net/article/2336...htm 2025-3-14

unity实现流光效果_C#教程_脚本之家

#pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" structappdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; structv2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) ...
www.jb51.net/article/1857...htm 2025-3-10

three.js如何实现3D动态文字效果_javascript技巧_脚本之家

vertexShader: meshConfig.vertexShader, fragmentShader: meshConfig.fragmentShader, uniforms: { uTime: { value: 0 }, uVelocity: { value: this.params.velocity }, uTexture: { value: this.rt.texture }, uShadow: { value: this.params.shadow }, uFrequency: { value: this.params.frequency } ...
www.jb51.net/article/2067...htm 2025-3-12

Unity Shader实现3D翻页效果_C#教程_脚本之家

v.vertex.y += sin(v.vertex.x * _WaveLength) * weight * _WeightY; v.vertex.x -= v.vertex.x * weight * _WeightX; v.vertex = mul(rotate, v.vertex); v.vertex -= float4(5, 0, 0, 0); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); ...
www.jb51.net/article/2182...htm 2025-3-12

unity置灰处理的实现_C#教程_脚本之家

#pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex...
www.jb51.net/article/2177...htm 2025-3-14

OpenGL Shader实例分析(7)雪花飘落效果_Android_脚本之家

o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.srcPos = ComputeScreenPos(o.pos); return o; } vec4 main(v2f _iParam); fixed4 frag(v2f _iParam) : COLOR0 { return main(_iParam); } vec4 main(v2f _iParam) { vec2 p = gl_FragCoord.xy/iResolution.xy; vec3 col = vec3...
www.jb51.net/article/1570...htm 2025-3-10

Unity shader实现自由放大缩小效果_C#教程_脚本之家

o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { float2 center=float2(_CenterX,_CenterY); float2 distance= center - i.uv; float x=center.x+ center.x*(-distance.x/center.x) *(1-_WaveWidth); float...
www.jb51.net/article/1568...htm 2025-3-15

Unity Shader实现裁切效果_C#教程_脚本之家

o.vertex = UnityObjectToClipPos(v.vertex); o.worldPos= mul(unity_ObjectToWorld, v.vertex).xyz; o.uv = v.texcoord; return o; } fixed4 frag (v2f i) : SV_Target { float factor = _YFactor-i.worldPos.y + _DiscardFactor; //_YFactor-i.worldPos.y=0时像素为物体中心,大于0像素...
www.jb51.net/article/1857...htm 2025-3-2