本文实例为大家分享了Unity3D Shader实现流光效果的具体代码,供大家参考,具体内容如下 流光效果图: 演示工程:下载地址 //功能需求:模拟数据传送效果,高亮色块从模型上方移动到下方 //功能分析:这里采用UV动画的方式来实现,利用Alpha贴图控制流动的形状 // 利用Alpha遮罩贴图,控制模型中哪些地方需要进行流动 Shader Custom/DataFlowEffect { Properties { _MainColor(Main Color,Color) = (1,1,1,1) _MainTex(Main Texture,2D) = white
2021-09-17 09:23:01 55KB ni
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unity不接受灯光,闪烁特定颜色,颜色可调,闪烁速度可调
2021-09-16 11:19:01 1KB unity shader 闪烁
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unity的UI表面的简单流光效果(包含示例场景)的zi'yuan
2021-09-16 11:09:53 194KB unity shader
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Easy to set up and fast vegetation shader. Support for desktop and mobile. Use it for your plants or any other 3D model. Adjust the wind as you like and control it with a single slider. Use Occlusion Map for nice shading. Add a color map to create biomes. You can use one material for all plants, this will reduce the number of drawing calls. Made in Amplify Shader Editor, you can add or remove the functions you want. Five shaders: 1. Vegetation Pro 2. Vegetation Fade 3. Vegetation Simple 4. Mobile Vegetation Fade 5. Mobile Vegetation Cutout Supported maps: Diffuse, Normal Map, Smoothness Map, Occlusion Map (UV1), Occlusion Vertex (Alpha), Translucency Map, World Color Map.
2021-09-15 16:05:34 121B unity
里面一共有三个资源包,总有一个适合你的shader
2021-09-15 16:05:32 20.27MB Unity Shader
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主要为大家详细介绍了Unity Shader实现纹理遮罩效果,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
2021-09-15 12:50:10 52KB Unity Shader 纹理遮罩
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Car+Paint+Shader+PRO2.5 汽车shaderCar+Paint+Shader+PRO2.5 汽车shaderCar+Paint+Shader+PRO2.5 汽车shaderCar+Paint+Shader+PRO2.5 汽车shader
2021-09-14 19:33:04 16.93MB shader
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UnityURP-BillboardLensFlareShader:(1)添加新的Quad GameObject(2)使用此着色器(3)完成! 现在,您有了用于URP的广告牌镜头光晕着色器!
2021-09-13 16:34:52 7KB mobile unity shader optimize
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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
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这个shader是自己简单写的,上次给美即做的一个程序用到了,所以在这里分享给大家,可以帮你的图片颜色去掉色彩变成黑白照。
2021-09-10 11:37:38 2KB 图片去色 shader
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