目录 前言 1.HLSL入门 1.1什么是着色器 1.2什么是HLSL 1.3怎么写HLSL着色器 1.4怎么用HLSL着色器 2.顶点着色器 2.1可编程数据流模型 2.2顶点声明 2.3用顶点着色器实现渐变动画 3.像素着色器 3.1多纹理化 3.2多纹理效果的像素着色器 3.3应用程序 4.HLSL Effect(效果框架) 4.1Effect代码结构 4.2用Effect实现多纹理化效果 结语
2021-11-01 12:49:56 514KB HLSL 初级教程 像素着色器 多纹理化
1
Unity3D-CG编程:各种着色器
2021-10-28 19:11:57 4.54MB unity gpu shader hlsl
1
VaKawaseBlur:虚幻引擎4的快速狂怒的Kawase模糊实现
2021-10-28 15:36:31 1.77MB shader blur hlsl unreal-engine
1
PBR渲染 以金属工作流实现的一套简化的pbs,适合在手机移动平台上运行。 着色器调试: 着色器,查看DebugMode 无完整的输出(高光+漫反射) 漫反射颜色输出 高光颜色计算 正常法线的输出 边缘边缘发光 区别于官方的pbr shader,我们在渲染的时候,可以使用一些自定义的选项。虽然这些效果呈现出来的结果破坏了物理计算出来的结果,但是出于美术或者策划这样或者那样的需求,我们还是这样了。比如说,我们在保证基于物理计算的同时,还加入了边缘发光的效果。类似的我们还可以附加其他效果。当然,我们也有开关来控制这种效果的显示。 我们对PBR使用的公式: 由于移动平台的限制,我们只考虑了主光
2021-09-21 21:22:42 31.93MB unity rendering shader hlsl
1
专注于讲解 HLSL 的书籍,重点在 HLSL 以及源码,关于 DirectX 的篇幅很少
2021-09-13 16:55:03 45.62MB HLSL
1
投影矩阵的教程 Introduction Projective texture mapping is a method of texture mapping described by Segal [3] that allows the texture image to be projected onto the scene as if by a slide projector. Figure 1 shows some example screen shots from the projspot demo, available in the NVIDIA OpenGL SDK. Projective texture mapping is useful in a variety of lighting techniques, including shadow mapping [4]. This document provides some background and describes the steps involved in projective texture mapping in OpenGL. Projective texture mapping refers both to the way texture coordinates are assigned to vertices, and the way they are computed during rasterization of primitives. We usually think of texture mapping as “the application of a texture image to a primitive,” and while it certainly is that – there is more math going on than most folks think. If you have ever written your own rasterizer with support for mipmap filtered, perspective-correct, projective texture mapping, you no doubt became aware of the many subtle issues involved. We will begin by discussing the way that texture coordinates are computed during rasterization, and then we will discuss methods for assigning the texture coordinates to the vertices. We do not discuss filtering here, but there is a paper on Anisotropic Filtering at the NVIDIA developer web site that provides a good introduction to that topic. Figure 1.
2021-09-10 17:44:26 333KB shader render hlsl dx
1
hlsl2glsl hlsl转换为glsl图形化工具hlsl2glsl hlsl转换为glsl图形化工具
2021-08-19 10:40:36 1.04MB hlsl2glsl hlsl转换为glsl图形化工具
1
本程序主要演示了利用DirectX可编程流水线技术。代码中运用了HLSL语言去建立效果文件从而实现GPU编程。
2021-08-12 13:04:23 4.22MB DirextX编程 C++
本文件介绍了hlsl语法基础 适合搞虚拟现实的初学者 建议入门使用
2021-07-22 23:02:32 1.83MB hlsl 语法基础
1
支持cg hlsl glsl 三种shader language,国内这种资源真的好匮乏呀~~~ 需要visual studio 2008环境。
2021-07-03 19:43:45 168KB cg hlsl glsl gpu
1