渲染管线 可以定制顶点和片段程序,目的是对颜色进行计算
顶点和片段程序的输入输出
常用语义: POSITION COLOR TEXCOORD
向量:
swizzle操作
xyzw rgba float4(xy,0,1) 可以随便颠倒顺序
宏定义:
# define MACROFL float4(0,1,0,1);
宏使用:
float4 a = MACROFL;
矩阵
float2x2 m2x2 = {1,0,1,1};
float2x4 m2x4 = {1,0,1,1 ,0,1,0,1}; = {1,0,1,1} , {0,1,0,1};
float4 col = m2x4[0]
数组
float arr[4] = (1, 0.5, 0.5, 1);
floot4 col=float4 ( arr[0],arr[1],arr[2],arr[3] );
结构体申明
struct v2f
{
float4 pos;
float2 uv;
}
结构体使用
v2f o;
o.pos =float4 (1,1,1,1);
o.uv = float2(0,1);
Shader "Unlit/NewUnlitShader" { SubShader { Pass { CGPROGRAM // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members pos,uv) #pragma exclude_renderers d3d11 // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices #pragma exclude_renderers gles #pragma vertex vert #pragma fragment frag //类型别名 typedef float4 FL4; //宏定义 #define MACROFL float4(fl4.rgba); //结构体 struct v2f{ float4 pos; float2 uv; } void vert (in float2 objPos:POSITION,out float4 pos:POSITION,out float4 col:COLOR) { pos = float4(objPos,0,1); col = pos; } void frag (inout float4 col:COLOR) { //col = float4(1,0,0,1); fixed r = 1; fixed g = 0; fixed b = 0; fixed a = 1; col = fixed4(r,g,b,a); fixed2 x = fixed2(1,0); //float ==> float2 ==> float3 ==> float4 32位精度浮点 //half ==> half2 ==> half3 ==> half4 16位精度 //fixed ==> fixed2 ==>fixed3 ==> fixed4 8位 颜色的输出用fixed已经足够了 //bool bl = true; //sampler //int 在c里面为32位整数 但是在cg中基本是跟float一样的浮点数 bool bl = true; //col = bl? col:fixed4(0,1,0,1);// 如果bl为真,取col的值 如果为假,取fixe4... float2 fl2 = float2(1,0); float3 fl3 = float3(1,0,1); float4 fl4 =float4 (1,1,0,1); //swizzle float4 fl = float4 (fl2.xy,0,1); fl = float4 (fl2.yx,0,1); fl = float4(fl4); fl = float4(fl3.xyxx); //类型别名的使用 fl = FL4 (fl4.rgba); //fl= float4 (fl4.raxy);错误 要么rgba 要么xyzw //宏使用 ,定义的时候有了“;”,所以这里就不要分号了 fl = MACROFL col =fl; //矩阵 float2x2 M2x2 = {1,0,1,1}; float2x4 M2x4 = {1,0,1,1,0,1,0,1}; //也可以用 {1,0,1,1},{0,1,0,1} 也可以用 {fL4,{0,1,0,1}} col = M2x4[0]; //数组 float arr[4] = {1,0.5,0.5,1}; col = float4(arr[0],arr[1],arr[2],arr[3]); //结构体使用 v2f o; o.pos = fl4; o.uv = fl2;.................. ............. } ENDCG } } }