当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.
比如,为了获得“边缘光照”效果,可以直接在着色器中添加一次“边缘光照”计算,而不是添加一个直射相机的灯。
For example, instead of adding a light that shines straight into the camera to get "rim lighting" effect, consider adding a dedicated "rim lighting" computation into your shaders directly.
这种计算着色将一般用途,并能操作各种数据结构,像素着色器不是针对。
This compute shader will be general purpose and capable of operating on diverse data structures that pixel shaders are not geared towards.
像素着色器像素着色器是按像素计算效果的图形处理功能。
Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.
像素着色器像素着色器是按像素计算效果的图形处理功能。
Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.
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