shader

全新的Unity跨平台开发 IDE JetBrains Rider 2019.2 x64特别版下载

元气小坏坏 提交于 2019-11-27 23:51:23
Rider 基于 JetBrains 的平台,JetBrains 的平台很受那些使用 IntelliJ IDEA 的 Java 开发者和使用 WebStorm 的 JavaScript 开发者的欢迎。Rider 的主要 .NET 组件是 ReSharper,ReSharper 是 Visual Studio 的一个独立语言服务器扩展组件,它提供了代码分析、代码补全、代码重构、代码修复等功能。Rider 可以在 Windows、Mac 和 Linux 上运行。 强大的跨平台 C# 编辑器 JetBrains Rider 是一款快速强大的 C# 编辑器 ,用于在 Windows、Mac 和 Linux 上进行 Unity 开发。 以无与伦比的 2500 多项智能代码检查和重构,Rider 增强您的 C# 体验,使您更加迅速编写零误差的代码。 Unity 轻松开始 Rider 有内置的 Unity 支持,当你初次打开 Unity 解决方案时 它会自动将 Unity 配置为使用 Rider 作为默认的 C# 脚本和 shader 文件编辑器。 完成设置后,之后双击 C# 脚本或 shader 资产,即可在 Rider 中打开解决方案。 控制Unity 编辑器 由于集成的双向通信,无需离开 Rider,您即可切换进出 Play 模式,暂停,和逐帧执行! 工具条包含游戏视图按钮 Play

Why it is necessary to set precision for the fragment shader?

梦想与她 提交于 2019-11-27 23:15:51
问题 I learn WebGL. Next shaders work fine: // vertex.shader // precision mediump float; attribute vec4 a_Position; attribute float a_PointSize; void main(){ gl_Position = a_Position; gl_PointSize = a_PointSize; } and // fragment.shader precision mediump float; uniform vec4 u_FragColor; void main(){ gl_FragColor = u_FragColor; } Why it is necessary to set precission for the fragment shader? Vertex shader works without this, but fragment shader doesn't work without this code row (as I see). Why the

opengl superbible chapter 11——Advanced Shader Usage

只谈情不闲聊 提交于 2019-11-27 22:02:34
In this chapter, we cover some more advanced shader topics that will allow you to use your programmable graphics hardware for more than simple polygon rendering. We present a detailed example of using the GPU for physical simulation by recirculating data through transform feedback. We introduce an entirely new shader stage—the geometry shader, which can process entire primitives and even generate new primitives on the fly. We also discuss using the fragment shader to perform advanced per-pixel operations, including image processing and generating fractals. 来源: https://blog.csdn.net/wodownload2

glGetAttribLocation returns -1 when retrieving existing shader attribute

坚强是说给别人听的谎言 提交于 2019-11-27 21:21:38
问题 I'm trying to pass in attributes to my vertex shader but for some reason it keeps giving me a -1 on the 3rd attribute location I'm asking openGl to retrieve via glGetAttribLocation(). Currently it keeps giving me a -1 for the texCoord attribute and if I switch the texAttrib and colAttrib around (switching the lines in code) it gives me a -1 on the color property instead of the texture and I have no idea why? Since a -1 is being passed to glVertexAttribPointer I get the 1281 OpenGL error: GL

Can anyone explain what this GLSL fragment shader is doing?

时光毁灭记忆、已成空白 提交于 2019-11-27 21:07:14
问题 I realise this is a math-centric question but... if you look at this webpage (and have a good graphics card) http://mrdoob.github.com/three.js/examples/webgl_shader.html If you look at the source, you'll notice a scary looking fragment shader. I'm not looking for a detailed explanation, but an idea of the sort of thing that's happening, or the source of information on what exactly is happening here.. I'm not after a guide to GLSL, but info on the maths. I realise this might be better suited

Unity 渲染教程(二):着色器基础

爷,独闯天下 提交于 2019-11-27 20:48:11
转载: https://www.jianshu.com/p/7db167704056 这是关于渲染基础的系列教程的第二部分。这个渲染基础的系列教程的第一部分是有关矩阵的内容。在这篇文章中我们将编写我们的第一个着色器代码并导入纹理。 这个系列教程是使用Unity 5.4.0开发的,这个版本目前还是开放测试版本。我使用的是build 5.4.0b10版本。 对球使用纹理。 1. 默认的场景 当你在Unity中创建新的场景的时候,你将使用默认的相机和定向的光源。 通过GameObject / 3D Object / Sphere这个菜单项来创建一个简单的球体,然后把这个简单的球体放在原点,并把相机放在它的前面。 默认场景中的默认球体。 这是一个非常简单的场景,但是已经有很多复杂的渲染内容了。为了更好地抓住渲染过程,摆脱所有奇怪的东西是非常有帮助的,首先让我们只关心渲染的基础部分。 1.1 剥离那些和渲染无关的内容 通过菜单项Window / Lighting来查看场景的光照设置。 这将打开一个具有三个选项卡的光照窗口。我们只对默认情况下处于激活状态的“场景”选项卡感兴趣。 默认的光照设置。 这是一个关于环境光照的部分,你可以在其中选择天空盒。这个天空盒目前用于场景背景、环境光照和反射。让我们将其设置为none进行关闭。 在你进行设置的时候,你还可以关闭预计算和实时全局光照的面板

How much performance do conditionals and unused samplers/textures add to SM2/3 pixel shaders?

前提是你 提交于 2019-11-27 20:25:09
问题 We've one pixel shader in HLSL which is used for slightly different things in a few places, and as such has several conditional blocks meaning that complex functionality is omitted in some cases. As well, this means we pass textures as sampler parameters which may not always be used. I have no idea how much of a performance hit these two things add but especially since we support SM2.0 on integrated graphics chips, inefficiencies are an issue. So, does passing a texture in and not using it

What is the correct file extension for GLSL shaders? [closed]

倾然丶 夕夏残阳落幕 提交于 2019-11-27 19:45:04
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 4 months ago . I'm learning glsl shading and I've come across different file formats. I've seen people giving their vertex and fragment shaders .vert and .frag extensions. But I've also seen .vsh and .fsh extensions, and even both shaders together in a single .glsl file. So I'm wondering

Hello Triangle_练习一:添加更多顶点到数据中,使用glDrawArrays,尝试绘制两个彼此相连的三角形

蹲街弑〆低调 提交于 2019-11-27 18:52:17
2019/11/26 1 #include <glad/glad.h> 2 #include <GLFW/glfw3.h> 3 4 #include <iostream> 5 6 void framebuffer_size_callback(GLFWwindow* window, int width, int height); 7 void processInput(GLFWwindow *window); 8 9 // settings 10 const unsigned int SCR_WIDTH = 800; 11 const unsigned int SCR_HEIGHT = 600; 12 13 const char *vertexShaderSource = "#version 330 core\n" 14 "layout (location = 0) in vec3 aPos;\n" 15 "void main()\n" 16 "{\n" 17 " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" 18 "}\0"; 19 const char *fragmentShaderSource = "#version 330 core\n" 20 "out vec4 FragColor;\n" 21 "void main

Creating a GLSL Arrays of Uniforms?

五迷三道 提交于 2019-11-27 17:40:43
I would like to leave OpenGL's lights and make my own. I would like my shaders to allow for a variable number of lights. Can we declare an array of uniforms in GLSL shaders? If so, how would we set the values of those uniforms? Yes this is possible. You declare uniform arrays similar to how you'd do it in C, e.g. uniform float v[10]; Then you can set their values using glUniform{1,2,3,4}{f,i}v GLfloat v[10] = {...}; glUniform1fv(glGetUniformLocation(program, "v"), 10, v); Yes it is possible to declare an array of uniforms in GLSL shaders. Just google "glsl uniform array" for some examples