內置變量都在UnityShaderVariables.cginc
文件中聲明
變換矩陣
All these matrices arefloat4x4 type.
Name |
Value |
UNITY_MATRIX_MVP |
Current model * view * projection matrix. 從object space轉到 projection space |
UNITY_MATRIX_MV |
Current model * view matrix. 從object space轉到camera space |
UNITY_MATRIX_V |
Current view matrix. 從world space轉到camera space |
UNITY_MATRIX_P |
Current projection matrix. 從camera space轉到projection space |
UNITY_MATRIX_VP |
Current view * projection matrix. 從world space轉到projection space |
UNITY_MATRIX_T_MV |
Transpose of model * view matrix. UNITY_MATRIX_MV 的轉置矩陣 |
UNITY_MATRIX_IT_MV |
Inverse transpose of model * view matrix. UNITY_MATRIX_MV的逆轉置矩陣,法線的矩陣轉換需要用變換矩陣的逆轉置矩陣. |
_Object2World |
Current model matrix. 從object space轉到world space |
_World2Object |
Inverse of current world matrix. _Object2World的逆矩陣,從world space 到object space |
Camera and screen
These variables will correspond to the Camerathat is rendering. For example during shadowmap rendering,they will still refer to the Camera component values, and not the “virtual camera”that is used for the shadowmap projection.
Name |
Type |
Value |
_WorldSpaceCameraPos |
float3 |
World space position of the camera. 相機的世界坐標 |
_ProjectionParams |
float4 |
x 值是1.0或-1.0(當為反轉的投影矩陣時) y 近截面,z遠截面,w 1/遠截面 |
float4 |
屏幕尺寸x寬,y高,z 1+1.0/width,w 1+1.0/height |
|
float4 |
Used to linearize Z buffer values. 用於線性化zbuffer |
|
unity_OrthoParams |
float4 |
正交攝像機的相關參數,w值1時是正交投影,0時是透視投影 |
unity_CameraProjection |
float4x4 |
Camera’s projection matrix. 攝像機的投影矩陣 |
unity_CameraInvProjection |
float4x4 |
Inverse of camera’s projection matrix. 攝像機的投影矩陣的逆矩陣 |
unity_CameraWorldClipPlanes[6] |
float4 |
Camera frustum plane world space equations, in this order: left, right, bottom, top, near, far. 視錐體的左右下上遠近 |
Time
Name |
Type |
Value |
_Time |
float4 |
Time since level load (t/20, t, t*2, t*3), use to animate things inside the shaders. |
_SinTime |
float4 |
Sine of time: (t/8, t/4, t/2, t). |
_CosTime |
float4 |
Cosine of time: (t/8, t/4, t/2, t). |
unity_DeltaTime |
float4 |
Delta time: (dt, 1/dt, smoothDt, 1/smoothDt). 幀間隔時間 |
Lighting
Light parameters are passed to shaders in differentways depending on which Rendering Pathis used, and which LightModePass Tag is used in the shader.
Forward rendering (ForwardBase
andForwardAdd
passtypes):
forward渲染的光照變量
Name |
Type |
Value |
_LightColor0(declared in Lighting.cginc) |
fixed4 |
Light color. 光線顏色 |
_WorldSpaceLightPos0 |
float4 |
Directional lights: (world space direction, 0). Other lights: (world space position, 1). World space 光照位置,平行光的w值為0,其他光源的w值為1 |
_LightMatrix0(declared in AutoLight.cginc) |
float4x4 |
World-to-light matrix. Used to sample cookie & attenuation textures. World space轉到light space矩陣 |
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0 |
float4 |
(ForwardBase pass only)world space positions of first four non-important point lights. |
unity_4LightAtten0 |
float4 |
(ForwardBase pass only)attenuation factors of first four non-important point lights. |
unity_LightColor |
half4[4] |
(ForwardBase pass only)colors of of first four non-important point lights. |
在正向渲染中,影響物體的最亮的幾個光源使用逐像素光照模式。接下來,最多有4個點光源會以逐頂點渲染的方式被計算。其他光源將以球面調和(Spherical Harmonics)的方式進行計算,球面調和技術計算很快但只能得到近似值。
Deferred shading and deferred lighting, usedin the lighting pass shader (all declared in UnityDeferredLibrary.cginc):
延遲光照相關變量
Name |
Type |
Value |
_LightColor |
float4 |
Light color.光照顏色 |
_LightMatrix0 |
float4x4 |
World-to-light matrix. Used to sample cookie & attenuation textures. World space轉到light space矩陣 |
Spherical harmonics coefficients (used by ambientand light probes) are set up forForwardBase
,PrePassFinal
andDeferred
passtypes. They contain 3rd order SH to be evaluated by world space normal (seeShadeSH9
fromUnityCG.cginc).The variables are all half4 type,unity_SHAr
andsimilar names.
Vertex-lit rendering (Vertex
pass type):
Up to 8 lights are set up for aVertex
pass type; always sorted starting from the brightest one. So if you wantto render objects affected by two lights at once, you can just take first two entriesin the arrays. If there are less lights affecting the object than 8, the rest willhave their color set to black.
頂點光照相關變量
Name |
Type |
Value |
unity_LightColor |
half4[8] |
Light colors. 光照顏色 |
unity_LightPosition |
float4[8] |
View-space light positions. (-direction,0) for directional lights; (position,1) for point/spot lights. View space光照位置,平行光的w值為0,其他光源的w值為1 |
unity_LightAtten |
half4[8] |
Light attenuation factors.xis cos(spotAngle/2) or –1 for non-spot lights;yis 1/cos(spotAngle/4) or 1 for non-spot lights;zis quadratic attenuation;wis squared light range. 光照衰減值 |
unity_SpotDirection |
float4[8] |
View-space spot light positions; (0,0,1,0) for non-spot lights. View space聚光燈位置 |
Fog and Ambient
Window > Lighting> Scene 里設置的相應的顏色
Name |
Type |
Value |
UNITY_LIGHTMODEL_AMBIENT |
fixed4 |
Ambient lighting color (Equator ambient in three-color lighting case). |
unity_AmbientSky |
fixed4 |
Sky ambient lighting color in three-color lighting case. |
unity_AmbientGround |
fixed4 |
Ground ambient lighting color in three-color lighting case. |
unity_FogColor |
fixed4 |
Fog color. |
unity_FogParams |
float4 |
Parameters for fog calculation: (density / sqrt(ln(2)), density / ln(2), –1/(end-start), end/(end-start)).x is useful for Exp2 fog mode, y for Exp mode, z and w for Linear mode. |
Various
Name |
Type |
Value |
unity_LODFade |
float4 |
Level-of-detail fade when using LODGroup. x is fade (0..1), y is fade quantized to 16 levels,z and w unused. |
Built-in shader helper functions
其他一些雜七雜八的變量
#pragmatarget 3.0 定義Shader模型為Shader Model 3.0,
Image Effect取到depthTexture相關的步驟
GetComponent<Camera>().depthTextureMode=DepthTextureMode.Depth//設置攝像機模式
Shader中聲明 sampler2D _CameraDepthTexture;//深度紋理的聲明
取樣float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,uv) , //0-1越遠越大
生成一個深度+法線紋理
GetComponent<Camera>().depthTextureMode=DepthTextureMode.DepthNormals;
Shader中聲明
sampler2D _CameraDepthTexture;//深度紋理的聲明
sampler2D _CameraNormalsTexture;//法線紋理的聲明
用tex2d方法進行法線取樣
或者聲明
sampler2D _CameraDepthNormalsTexture.//
用DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture,i.screen.xy), depthValue, normalValues);取得法線跟深度值
DecodeDepthNormal
to decode depth and normalfrom the encoded pixel value. Returned depth is in 0.1 range.
_CameraDepthTexture
always refers to the camera’sprimary depth texture. By contrast, you can use_LastCameraDepthTexture
to refer to the last depthtexture rendered by any camera.This couldbe useful for example if you render a half-resolution depth texture in script usinga secondary camera and want to make it available to a post-process shader.
_LastCameraDepthTexture
取得最后渲染的深度紋理
Texturesize 紋理尺寸獲得
{TextureName}_TexelSize
- a float4 property contains texture size information:
x
contains1.0/width
y
contains1.0/height
z
containswidth
w
containsheight
例子
uniform float4 _MainTex_TexelSize分別對應Vector4(1 / width, 1 / height, width, height),
Texturetiling & offset 紋理偏移
Materialsoften have Tiling and Offset fields for their texture properties.This information is passed into shaders in a float4 {TextureName}_ST
property:
x
containsX tiling value
y
containsY tiling value
z
containsX offset value
w
containsY offset value
例:
o.uv =TRANSFORM_TEX(v.texcoord,_MainTex);
相當於
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;