Unity Shader入门精要----名词

1.顶点着色器(Vertex Shader)
2.曲面细分着色器(Tessellation Shader)
3.几何着色器(Geometry Shader)
4.裁剪(Clipping)
5.屏幕映射(Screen Mapping)
6.三角映射(Triangle Setup)
7.三角遍历(Triangle Traversal)
8.片元着色器(Fragment Shader)
9.逐片元操作(Per-Fragment Operations)
10.固定函数(Fixed-Function)
11.图元(primitives)
12.应用阶段(Application Stage)
13.几何阶段(Geometry Stage)
14.光栅化阶段(Rasterizer Stage)
15.渲染图元(rendering primitive)
16.硬盘(Hard Disk Drive,HDD)
17.内存(Random Access Memory,RAM)
18.显存(Video Random Access Memory,VRAM)
19.Draw Call
20.(归一化的)设备坐标(Normalized Device Coordinates,DNC)
21.OpenGL
22.DirectX
23.屏幕坐标系(Screen Coordinates)
24.窗口坐标系(Window Coorsinates)
25.片元(fragment)
26.扫描变换(Scan Conversion)
27.像素着色器(Pixel Shader)
28.输出合并阶段(Output Merger)
29.模板测试(Stencil Test)
30.模板缓冲(Stencil Buffer)
31.参考值(reference value)
32.深度测试(Depth Test)
33.混合(Blend)
34.双重缓冲(Double Buffering)
35.后置缓冲(Back Buffer)
36.前置缓冲(Front Buffer)
37. HLSL(High Level Shading Language)----DirectX
38.GLSL(OpenGL Shading Language)----OpenGL
39.Cg(C for Graphic)----NVIDIA
40.中间语言(Intermediate Language,IL)
41.命令缓冲区(Command Buffer)
42.批处理(Batching)
43.固定管线(固定函数的流水线)(Fixed-Function Pipeline)
44.函数入口(Function Entry Points)
45.语义(semantics)
46.显卡驱动(Graphics Driver)
47.基矢量(basis vector)
48.标准正交基(orthonormal basis)
49.正交基(orthogonal basis)
50.左手坐标系(left-handed coordinate space)
51.右手坐标系(right-handed coordinate space)

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转载自blog.csdn.net/qq_41754854/article/details/85119810