Unity ShaderLab notes

Ambient light: float4 UNITY_LIGHTMODEL_AMBIENT

The coordinates of the vertex of the model: float4 UnityObjectToClipPos (float4)

Model normal to world normal: float3 UnityObjectToWorldNormal (float3) 

Model vertex to world vertex transformation matrix: float4 unity_ObjectToWorld

The world vertex sight float3 UnityWorldSpaceViewDir (float3)

Take texture color: float4 tex2D (sampler2D, float2)

Vector dot product: float dot (float3, float3)

Sine cosine sin (θ), cos (θ): θ is in radians

Angle to radian: float radians (float)

Power function: float pow (a, b) a to the power of b 

Noise: float noise (float (0 ~ 1))

Vector mode: float length (float3)

Unit Vector: float3 normalize (float3)

Interpolation: lerp (min_v, max_v, w)

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https://www.cnblogs.com/koshio0219/p/11089829.html

https://blog.csdn.net/qq_34562355/article/details/90578815

 

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