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  • There is also a new shader architecture that can be applied to any control or element.

    此外还有一个新的着色效果框架,可以施加到WPF中的任何控件和元素上。

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  • This way, not every person will be able to read and modify your vertex shader source.

    使用这种方法,就不是每一个人都可以看到你的顶点着色源文件了。

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  • So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.

    所以当你将三角形带作为一个单独的图元输送给几何着色器时,它会将其视作若干个三角形。

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  • 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.

    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。

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  • The texture can now be sampled in the pixel shader.

    然后像素着色器就可以对其进行采样了。

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  • This shader produces the effect of an exploding fireball.

    这个材质产生一个爆炸的火球。

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  • Then I setup an alpha channel to mix both using a noise shader.

    然后我建立一个alpha通道,用noiseshader将两种材质混合。

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  • Associates a dependency property with a shader sampler register.

    将依赖项属性与着色器的采样器寄存器相关联。

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  • PBS and the Standard shader work both in Linear and Gamma modes.

    PBS和标准着色器都可在线性和伽玛模式中运行。

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  • I've started to configure my skin shader and tweak everything around.

    我开始配置皮肤的材质并调整周边所有的东西。

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  • If possible simplify your pixel shaders by moving code to vertex 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。

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  • Read on for further options and other USES for this most excellent shader.

    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。

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  • The final shader was a V-Ray material with all the maps in the right slots.

    最后形成了各种贴图位置恰当的材质。

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  • A vertex shader consists of two parts: shader function and shader declaration.

    顶点着色器包含两个部分:着色器函数和着色器声明。

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  • Is the distinction between vertex and pixel shader necessary or even beneficial?

    顶点和像素着色器是必要的甚至是有益的区别?

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  • This pass also adds any lightmaps, ambient and emissive lighting from the shader.

    此通道还负责渲染着色器中的光照贴图,环境光和自发光。

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  • The texture shader is called now instead of the color shader to render the model.

    使用纹理着色器替代之前的颜色着色器。

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  • This is a shader plugin to change the time value for the evaluation of another shader.

    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。

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  • This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.

    这个着色器(shader)只进行顶点光照,在低端卡提供高得多的吞吐量。

    youdao

  • Vertices are read from the vertex data stream and are sequentially processed by the shader function.

    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。

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  • The timeshift shader has the parameter "Data Name" to determine from which user data the offset is taken.

    时间偏移着色器具有参数“数据名称”,以确定从哪个用户数据获取偏移量。

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  • This is fast, efficient, and can produce very detailed effects while freeing up pixel shader resources for other USES.

    这是一种快速、有效的方案,而且还可以产生非常细微的图像效果,并解放像素着色器资源以供他用。

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  • Note that shadows are not "free"; shadow casters need to be rendered and a more complex light shader needs to be applied.

    注意阴影并不免费,阴影投射器需要开销来渲染,同时一个更加复杂的光线着色器需要应用。

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  • The rise of high-level shading language gives the convenience to writing shader, but still brings some unique challenges.

    高级着色语言的兴起,给着色器编写带来了方便,然而编写着色器依然带来一些独有的挑战。

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  • For simple 2d games it is nice and easy, but to write a serious game you will need 3d models and many cool shader effects.

    对于简单的2d游戏来说这是易于学习的,但是写一个正式的游戏你需要3d模型和许多很酷的着色特效。

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  • In order that the accelerator could know what data should be loaded in each input register, shader declaration is required.

    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。

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  • You should now understand the basics of loading a texture, mapping it to a polygon face, and then rendering it with a shader.

    本章介绍了加载纹理,将纹理映射到多边形表面和如何使用纹理着色器的基本知识。

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  • The following three lines from the vertex shader code determine the absolute offset into the matrix array which is stored as constants.

    下列三行顶点着色代码,求出矩阵数组里存储的常量的绝对偏移量。

    youdao

  • The following three lines from the vertex shader code determine the absolute offset into the matrix array which is stored as constants.

    下列三行顶点着色代码,求出矩阵数组里存储的常量的绝对偏移量。

    youdao

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