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  • Visually designing shader programs and effect files.

    视觉设计着色程序和效果文件。

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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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  • To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.

    为了确保渲染的效果图和我们的图像尺寸相同,执行窗口右侧的 渲染树>渲染 ,并设置高度和宽度为3613和5000 。

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  • If you see a shader count of 1600, your GPU-Z version is outdated.

    如果你的看到的是1600,那是因为GPU - Z版本太低。

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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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  • While the Shader Model 4.0 improvements are nice to see, the state of Direct3D 10 support in Wine is still dire and Direct3D 11 support is virtually non-existent.

    尽管色器模型4.0的改进很让人欣慰,但Wine下面Direct3D10的支持状态仍然是可悲的,Direct3D11实质上并不存在。

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  • Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES 2.0 API.

    熟悉OpenGLES 2.0API的开发者会发现,WebGL使用的是GLSL基于着色的API,它在语义上与底层的OpenGL ES 2.0 API拥有类似的结构。

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  • Check the shader count using GPU-Z, it should show 1536. Make sure you use version 0.5.0 or newer, the official 0.4.9 version does not support HD 6900 Series properly.

    使用GPU - Z查看Shader数量应为1536,gpu - Z数量的版本要0.5.0或以上,官方的0.4.9不支持6900系列。

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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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  • 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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  • I set a composition shader into the diffuse channel.

    我在传播路径中设置一个构图着色器。

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  • We will model without image planes, while creating textures and efficient shader networks.

    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。

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  • Shader function defines what operations must be executed on a single vertex.

    着色器函数定义了单个顶点上可以执行的操作。

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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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  • Fixed a visual error in Ocean shader texture lookup.

    固定的视觉错误在海洋着色纹理查找。

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  • 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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  • It allows my skin shader always reflect some light from the environment, even where the skin doesn't seem to be reflective.

    它使我的皮肤材质能够反射一些旁边环境的光线,甚至是那些看起来并没有反射的皮肤。

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  • Now let's see how these registers and instructions are typically used in the vertex shader ALU .

    现在让我们来看看在顶点着色运算器中这些寄存器和指令如何被典型的运用。

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  • Shader nodes implement material looks that you can apply to geometry.

    材质节点使材料生效看起来像你涂抹到几何体。

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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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  • 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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  • 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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  • 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.

    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。

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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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  • For further details about shader performance, please read the shader performance page.

    有关着色器性能的更多细节,请阅读的着色器性能页面。

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  • If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

    如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。

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  • Fixed: Afro hair showed hard edges on cutout, adjusted cutout shader.

    固定:黑人头发显示器的硬边,调整抠图着色器。

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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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