Shader 001 - function modeling capability

0x00 starting from function Many effects in Shader are calculated by functions. How to better understand the relationship between them. Let's see what the function is first? The definition of function can be simply described as: given A set A and applying rule f to its elements, another set B can be obtained. By reflecting the corresponding rel ...

Posted by scallywag05 on Tue, 17 May 2022 05:37:28 +0300

CesiumJS 2022 ^ principle [5] - packaging design related to shaders

All interfaces involved in this article are not in the public documents. You need to download the source code on GitHub and create your own private class documents.npm run generateDocumentation -- --private yarn generateDocumentation -- --private pnpm generateDocumentation -- --privateOf course, this article will not involve the explanation of ...

Posted by rash on Sun, 15 May 2022 05:49:27 +0300

Unity shader learning notes

Unity shader learning notes (IX) 20 non photorealistic rendering 20.1 cartoon style rendering There are many methods to realize cartoon rendering, one of which is the use of hue based shading technology. In the implementation, a one-dimensional texture will be sampled using the diffuse coefficient to control the hue of the diffuse reflec ...

Posted by Ange52 on Sun, 08 May 2022 15:08:34 +0300

Unity quickly implements parallel light volume light (URP)

The light source of volume light can be parallel light, searchlight, point light source, etc. Today, let's take a look at how parallel light makes volume light. The principle of volumetric light is already available on the Internet, so I won't go into details here. Focus on fast implementation: Shader "Unlit/VolumetricLightingShader" { Pro ...

Posted by austenr on Fri, 29 Apr 2022 23:25:23 +0300

[Unity Shader] gradient texture controls diffuse lighting effect (theory of animation style and illustration style)

Implement gradient textures in Unity Shader and control diffuse lighting effects Review what we wrote before Base texture map , we set a fixed "BaseColor" to control the base color of the shader. Is it possible for our shader to change our base color according to different shadow parts or vertex information—— The answer i ...

Posted by vito336 on Sun, 10 Apr 2022 15:04:17 +0300