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Hello.
I'm trying to create a custom material containing a two-pass fragment Shader to render a part of the model with an alpha channel.
I created a material definition file and managed to render …
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For extension developers, making sure you have the correct value for `document.languageId` often requires a quick check of the [documentation](https://code.visualstudio.com/docs/languages/identifiers)…
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please add support Shaderlab : https://github.com/Glavin001/atom-beautify/issues
Thankyou :)
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we want to share our shader code with both directX and openGL.
Right now, we have to write separate almost identical shader files for directX and openGL.
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Hi there. I was intending to use your Testbed as a starting point for writing my own geometry shaders, however it unfortunately appears that your examples don't currently work on my Macbook Pro. The …
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extensionPath field differs 1.23.1 to 1.24.0. In 1.24.0 the extensionPath is reported with a lowercase c:\ drive. Previous versions reported the correct C:\ path
1.24.0
extensionPath:"c:\Program …
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Now that the parser is (hopefully) complete, we should remove the option to disable the ShaderLab PSI parser.
The only question is when - in time for Rider 2017.2, or leave it as a safety net until…
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您写到 逐像素的渲染方式是对顶点法线进行插值这句话让我困惑了好久。
后来我觉得自己想明白了,因此前来求证:
是不是因为在逐顶点渲染中,是利用每个顶点的位置和法线进行计算出颜色,然后面片中对三个顶点圈成的三角形中的每个像素进行插值。
而逐像素,从v2f结构体中得到的法线,已经是经过插值的了,不仅如此,而且 v2f 中的所有数值都是经过插值的。因此能得到相对更为精准的颜色表现。
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首先,感谢作者的真诚之作。这本书是目前来说对我帮助最大的一本书了。
对于13章末尾的特定物体的描边效果,很希望提供一个基本的思路,网上的教程好像没有根据法线纹理或深度纹理进行描边的,期望作者可以完善这一细节。
[Unity Shaderlab: Object Outlines](https://willweissman.wordpress.com/tutorials/shaders/unity…
ghost updated
6 years ago
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unity uses hlsl shaders but it uses ".shader" files your extension does not pick up on these being shader files.