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Unity Shader实现2D水流效果_C#教程_脚本之家

#pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" structappdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; structv2f { float2 uv : TEXCOORD0; UNITY_FOG_COORD
www.jb51.net/article/1859...htm 2025-6-3

three.js着色器材质的内置变量示例详解_javascript技巧_脚本之家

vertexShader: ` uniform float time; void main() { float y = sin(position.x / 50.0 + time) * 10.0 + sin(position.y / 50.0 + time) * 10.0; vec3 newPosition = vec3(position.x, position.y, y * 2.0 ); gl_PointSize = (y + 20.0) / 4.0; gl_Position = projectionMatrix * model...
www.jb51.net/article/1933...htm 2025-6-12

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 2025-6-16

C++最短路径Dijkstra算法的分析与具体实现详解_C 语言_脚本之家

int dist[MAXVERTEX]; int path[MAXVERTEX];对于起始顶点需要将final 设为true,dist 设为 0,path 设为-1第一轮遍历所有与起始顶点相连的结点,找到一个权值最小的边,并将对应顶点 i 加入到最短路径,即 final[i] = true,之后再遍历与 i 相邻的顶点,若final 值为false 且dist 值小于dist[i]+dist[i][...
www.jb51.net/article/2775...htm 2025-6-12

Unity Shader实现径向模糊效果_C#教程_脚本之家

#pragma vertex vert #pragma fragment frag #include "unitycg.cginc" sampler2D _MainTex; float_Level; structv2f{ fixed4 vertex:POSITION; fixed2 uv:TEXCOORD; }; v2f vert(appdata_base v){ v2f o; o.vertex=mul(UNITY_MATRIX_MVP,v.vertex); ...
www.jb51.net/article/2191...htm 2025-6-20

Android中的OpenGL使用配置详解_Android_脚本之家

GLES20.glDisableVertexAttribArray(positionHandle) } } 渲染器实现如下: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 // 渲染器实现 class MRenderer(private var context: Context) : GLSurfaceView.Renderer { private val tag = MRenderer::class.java.simpleName private ...
www.jb51.net/article/2766...htm 2025-5-30

Three.js材质Material类型示例详解_JavaScript_脚本之家

vertexShader: vertexShader, fragmentShader: fragmentShader, }); 3. 纹理映射 Three.js 支持为材质添加纹理,以实现更丰富的表面细节。纹理映射(Texture Mapping)是将一张 2D 图像贴到物体表面的技术。常见的纹理类型有: 贴图(Texture):为物体添加颜色和细节。 法线贴图(Normal Map):在不增加几何体细节的情况下...
www.jb51.net/article/2840...htm 2025-6-18

Unity Shader实现裁切效果_C#教程_脚本之家

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像素在下面,小于0像素在上面,_DiscardFactor越小,facto...
www.jb51.net/article/1857...htm 2025-6-5

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 2025-6-4

Unity Shader实现黑幕过场效果_C#教程_脚本之家

#pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; float _Radius; float _Center_X; float _Center_Y; float _Sharp; float _tanh(float x) { return 2.0f / (1.0f + exp(-2.0f * x)) - 1.0f; } float4 frag(v2f_img i) ...
www.jb51.net/article/2182...htm 2025-6-21