When graphics are rendered, after a_unity3d shader 同时 支持光照 和 透明通道贴图">
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Blending is used to make transparent objects.
混合被用于制作透明物体。
When graphics are rendered, after all shaders have executed and all textures have been applied, the pixels are written to the screen. How they are combined with what is already there is controlled by the Blend command.
当图像被渲染时,所有着色器被执行以后,所有贴图被应用后,像素将被写到屏幕。他们是如何通过Blend命令的控制和已有的图像合并呢?
All following properties are valid for both SrcFactor & DstFactor. Source refers to the calculated color, Destination is the color already on the screen.
以下所有属性对SrcFactor或DstFactor都可用。Source指的是被计算的颜色,Destination是已经在屏幕上的颜色。
One | The value of one - use this to let either the source or the destination color come through fully. 值为1,使用此设置来让源或是目标颜色完全的通过。 |
Zero | The value zero - use this to remove either the source or the destination values. 值为0,使用此设置来删除源或目标值。 |
SrcColor | The value of this stage is multiplied by the source color value. 此阶段的值是乘以源颜色的值。 |
SrcAlpha | The value of this stage is multiplied by the source alpha value. 此阶段的值是乘以源alpha的值。 |
DstColor | The value of this stage is multiplied by frame buffer source color value. 此阶段的值是乘以帧缓冲区源颜色的值。 |
DstAlpha | The value of this stage is multiplied by frame buffer source alpha value. 此阶段的值是乘以帧缓冲区源alpha的值。 |
OneMinusSrcColor | The value of this stage is multiplied by (1 - source color). 此阶段的值是乘以(1 - source color) |
OneMinusSrcAlpha | The value of this stage is multiplied by (1 - source alpha). 此阶段的值是乘以(1 - source alpha) |
OneMinusDstColor | The value of this stage is multiplied by (1 - destination color). 此阶段的值是乘以(1 - destination color) |
OneMinusDstAlpha | The value of this stage is multiplied by (1 - destination alpha). 此阶段的值是乘以(1 - destination alpha) |
Below are the most common blend types:
以下是最常见的混合类型:
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending Blend One One // Additive Blend One OneMinusDstColor // Soft Additive Blend DstColor Zero // Multiplicative Blend DstColor SrcColor // 2x Multiplicative
Here is a small example shader that adds a texture to whatever is on the screen already:
这里是一个着色器的小例子,添加一个纹理,无论是否已在屏幕上:
Shader "Simple Additive" {
}
And a more complex one, Glass. This is a two-pass shader:
更复杂的一个例子,玻璃。这是一个two-pass着色器:
Shader "Custom/e9" {
}
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