"Unity3D ShaderLab explain the development of actual combat" in Chapter 6 VertexLit rendering path
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2020-04-09 01:54:06
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Shader variable seed light source 3
- The first:
- _WorldSpaceLightPos0: w is 0 to parallel light, w is 1 is a point light.
- _LightColor0: Color.
- The second:
- float4 unity_4LightPos {X / Y / Z} 0: four point light source position (world space).
- float4 unity_4LightAtten0: 4 light sources attenuation.
- float4 unity_LightColor [4]: 4 color light sources.
- The third
- float4 unity_LightPosition [4]: 4 parallel light / spot light source position (eye space).
- float4 unity_LightColor [4]: 4 parallel light / spot light color.
- float4 unity_LightAtten [4]: 4 parallel light / spot light attenuation.
Different paths, the light source under different variables LightMode
Model \ path |
Variable light source |
Vertex path |
Forward path |
Deferred path |
Vertex |
_WorldSpaceLightPos0 |
Important parallel light |
Same as above |
Same as above |
|
unity_4LightPos{X/Y/Z}0 |
A point light source (first important) |
Same as above |
Same as above |
|
unity_LightPosition |
Important light source (preferentially parallel light), if the scene is not important light source, the light source is parallel |
Same as above |
Same as above |
ForwardBase |
_WorldSpaceLightPos0 |
no |
Important parallel light |
Same as above |
|
unity_4LightPos{X/Y/Z}0 |
no |
Point source (important priority), if there is ForwardAdd Pass then it is all important sources of |
Same as above |
|
unity_LightPosition |
no |
no |
no |
ForwardAdd |
_WorldSpaceLightPos0 |
no |
Important sources (performed once for each source Pass) |
Same as above |
|
unity_4LightPos{X/Y/Z}0 |
no |
Important point light source |
Same as above |
|
unity_LightPosition |
no |
no |
no |
Deferred |
_WorldSpaceLightPos0 |
no |
no |
Important parallel light |
|
unity_4LightPos{X/Y/Z}0 |
no |
no |
A point light source |
|
unity_LightPosition |
no |
no |
no |
This table Deferred still a little problem, after detailed investigation capacity ...
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