你可以添加新的着色器并进行调节。
如何通过纹理举9像素着色器吗?
我在传播路径中设置一个构图着色器。
顶点着色器是必选的。
写自定义的着色器时,应该指定浮点数精度。
You should always specify the precision of floating point variables when writing custom shaders.
着色器函数定义了单个顶点上可以执行的操作。
Shader function defines what operations must be executed on a single vertex.
顶点和像素着色器是必要的甚至是有益的区别?
Is the distinction between vertex and pixel shader necessary or even beneficial?
固定:黑人头发显示器的硬边,调整抠图着色器。
Fixed: Afro hair showed hard edges on cutout, adjusted cutout shader.
顶点着色器包含两个部分:着色器函数和着色器声明。
A vertex shader consists of two parts: shader function and shader declaration.
编写自定义着色器时,您应该始终指定浮点变量的精度。
You should always specify the precision of floating point variables when writing custom shaders.
应用墨粉,亮点,釉料或着色器,以达到理想的光洁度。
Apply toners, highlights, glazes or shaders to obtain desired finish.
有关着色器性能的更多细节,请阅读的着色器性能页面。
For further details about shader performance, please read the shader performance page.
此通道还负责渲染着色器中的光照贴图,环境光和自发光。
This pass also adds any lightmaps, ambient and emissive lighting from the shader.
几何着色器的输入图元的类型是图元组装步骤的一个子集。
The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.
所有你现有的项目,以及所有着色器和图形效果都应该工作。
All your existing projects, all your shaders and graphics effects should just work.
我们将模型没有像平面,同时创造纹理和高效的着色器网络。
We will model without image planes, while creating textures and efficient shader networks.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
这是一个着色器插件,用于更改另一个着色器的评估的时间值。
This is a shader plugin to change the time value for the evaluation of another shader.
使用像素着色器或纹理合并来混合几个纹理,而不是多通道逼近。
Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.
为了更多的选项以及这个非常优秀的着色器的其它用途请继续阅读。
Read on for further options and other USES for this most excellent shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
If possible simplify your pixel shaders by moving code to vertex shader.
它是用来画一个非常简单的三角形在一个顶点和碎片着色器的帮助下。
It is used to draw a very simple triangle with the help of a vertex and fragment shaders.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
第一个化身是像素着色器,也被称为片段着色器,这个名字仍然有意义。
The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.
片段着色器的输出结果是深度值、模板值和即将写入颜色缓存的颜色值。
The output from a fragment shader is a list of colors for each of the color buffers being written to, a depth value, and a stencil value.
当你编写复杂的着色器或图像特效时,要切记不同平台间的渲染差异特性。
When implementing complex shaders or Image Effects, keep Rendering Differences Between Platforms in mind.
片段着色器不能设置片段的模板值,但是确实能够控制片段的颜色值和深度值。
Fragment shaders are not able to set the stencil data for a fragment, but they do have control over the color and depth values.
许多情况下,有一些着色器和内容的简单技巧,而不是在所有地方添加更多的光源。
In a lot of cases there can be simple tricks possible in shaders and content, instead of adding more lights all over the place.
为了让图像加速卡能够知道哪些输入寄存器应该载入哪些数据,就需要使用着色器声明。
In order that the accelerator could know what data should be loaded in each input register, shader declaration is required.
我们将讨论什么是流动地图的功能以及它如何让你的水着色器质量的一个额外的动力开始。
We will start by discussing what a flow map does and how it can give your water shaders an extra boost in quality.
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