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                * Shader Reference 著色器參考 * Writing Surface Shaders 編寫表面著色器 1. Surface Shader Examples 表面著色器示例 2. Custom Lighting models in Surface Shaders 表面著色器中的自定義光照模式 3. Surface Shader Lighting Examples 表面著色器光照示例 4. Surface Shaders with DX11 Tessellation DX11曲面細分表面著色器 * Writing vertex and fragment shaders* 編寫頂點和片段著色器 1. Vertex and Fragment Shader Examples 頂點和片段著色器示例 2. Accessing shader properties in Cg 在Cg中訪問著色器屬性 3. Providing vertex data to vertex programs 傳遞頂點數據到頂點程序 4. Built-in shader include files 內置著色器包含文件 5. Predefined shader preprocessor macros 預定義的著色器預處理宏 6. Built-in state variables in shader programs 在著色器程序中的內置狀態變量 7. GLSL Shader Programs OpenGL著色語言 ShaderLab syntax: Shader 著色器語法:Shader ShaderLab syntax: Properties 著色器語法:Properties ShaderLab syntax: SubShader 著色器語法:SubShader ShaderLab syntax: Pass 著色器語法:Pass 1. ShaderLab syntax: Color, Material, Lighting 著色器語法:Color, Material, Lighting 2. ShaderLab syntax: Culling & Depth Testing 著色器語法:Culling & Depth Testing 3. ShaderLab syntax: Texture Combiners 著色器語法:Texturing翻譯:量 需要更新 4. ShaderLab syntax: Fog 著色器語法:Fog 5. ShaderLab syntax: Alpha testing 著色器語法:Alpha testing 6. ShaderLab syntax: Blending 著色器語法:Blending 7. ShaderLab syntax: Pass Tags 著色器語法:Pass Tags 8. ShaderLab syntax: Name 著色器語法:Name 9. ShaderLab syntax: BindChannels 著色器語法:BindChannels 10. ShaderLab syntax: Stencil * ShaderLab syntax: UsePass 著色器語法:UsePass * ShaderLab syntax: GrabPass 著色器語法:GrabPass * ShaderLab syntax: SubShader Tags * * 著色器語法:SubShader Tags * ShaderLab syntax: Fallback 著色器語法:Fallback * ShaderLab syntax: CustomEditor * ShaderLab syntax: other commands 著色器語法:其他命令 * Advanced ShaderLab topics 高級ShaderLab主題 1. Unity's Rendering Pipeline Unity的渲染流水線 2. Performance Tips when Writing Shaders 編寫著色器時的性能技巧 3. Rendering with Replaced Shaders 使用替換著色器來渲染 4. Custom Material Editors 5. Using Depth Textures 使用深度紋理 6. Camera's Depth Texture 攝像機的深度紋理 7. Platform Specific Rendering Differences 特定平臺的渲染差異翻譯:Amazonzx 8. Shader Level of Detail 著色器的細節層次技術 * ShaderLab builtin values ShaderLab內置值
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