Unity Shader着色器入门教程
2017年siki学院 高清视频 共2.7G
〖课程介绍〗:
〖课程目录〗:
├─1-10
│ 001-Shader介绍、开篇学习
│ 002-什么是OpenGL、DirectX以及GLSL、HLSL、CG
│ 003-Unity Shader的分类
│ 004-创建第一个UnityShader
│ 005-编写学习Unity Shader的基本结构
│ 006-完善UnityShader的基本结构
│ 007-Unity Shader中属性类型有哪些
│ 008-如何使用属性
│ 009-float、half和fixed类型的区别)
│ 010-创建vert和frag函数(顶点函数和片元函数)
│
├─11-20
│ 011-完善顶点函数vert的编写
│ 012-完善片元函数frag
│ 013-学习NORMAL、TEXCOORD0语义
│ 014-如何在片元函数和顶点函数之间传递数据
│ 015-Unity中的语义有哪些
│ 016-什么是标准光照模型
│ 017-光照模型中关于漫反射的计算
│ 018-关于光照计算的一些前置知识
│ 019-编写漫反射的shader代码
│ 020-给物体添加漫反射颜色和环境光颜色控制
│
├─21-30
│ 021-实现逐像素光照(漫反射)
│ 022-半兰伯特光照模型
│ 023-高光反射光照模型(计算公式)
│ 024-实现高光反射的shader
│ 025-添加_Gloss和SpecularColor控制高光大小和高光颜色
│ 026-实现逐像素的高光反射
│ 027-使用Blinn-Phong光照模型
│ 028-如何使用Unity的内置函数
│ 029-漫反射和高光反射的统一实现(复习)
│ 030-关于纹理贴图的介绍
│
└─31-41
031-编写shader映射纹理
032-给纹理添加偏移和缩放
033-纹理的属性
034-关于凹凸映射和法线映射的介绍
035-使用法线映射和没有使用的对比
036-法线映射的一些前置知识
037-编写法线映射的shader
038-fixbug
039-给法线贴图添加凹凸参数,控制凹凸程度
040-如何编写透明的shader
041-结束语
〖视频截图〗:
如遇到链接失效请提交工单处理。
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