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。
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。
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。
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。
With the era of programmable graphics hardware, shader replaces the traditional fixed rendering pipeline to achieve more realistic effects.
随着可编程图形硬件时代的到来,着色器替代了传统的固定渲染管线以实现更加逼真的图像效果。
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。
This shader produces the effect of an exploding fireball.
这个材质产生一个爆炸的火球。
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。
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。
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。
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。
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。
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。
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。
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?
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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.
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.
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。
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