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トップページ/gulp
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particles/Alpha Blended
// Simplified Alpha Blended Particle shader. Differences from regular Alpha Blended Particle one // - no Tint color // - no Smooth particle support // - no AlphaTest // - no ColorMask Shader "Mobile/Particles/Alpha Blended" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProject...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particles/VertexLit Blended
// Simplified VertexLit Blended Particle shader. Differences from regular VertexLit Blended Particle one // - no AlphaTest // - no ColorMask Shader "Mobile/Particles/VertexLit Blended" { Properties { _EmisColor ("Emissive Color", Color) = (.2,.2,.2,0) _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent&qu...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particles/Multiply
// Simplified Multiply Particle shader. Differences from regular Multiply Particle one // - no Smooth particle support // - no AlphaTest // - no ColorMask Shader "Mobile/Particles/Multiply" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "Re...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Bumped Specular
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one // - no Main Color nor Specular Color // - specular lighting directions are approximated per vertex // - writes zero to alpha channel // - Normalmap uses Tiling/Offset of the Base texture // - no Deferred Lighting support // - no Lightmap support // - fully supports only 1 directional light. Other lights can affect...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particles/Additive
// Simplified Additive Particle shader. Differences from regular Additive Particle one // - no Tint color // - no Smooth particle support // - no AlphaTest // - no ColorMask Shader "Mobile/Particles/Additive" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Bumped Specular (1 Directional Light)
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one // - no Main Color nor Specular Color // - specular lighting directions are approximated per vertex // - writes zero to alpha channel // - Normalmap uses Tiling/Offset of the Base texture // - no Deferred Lighting support // - no Lightmap support // - supports ONLY 1 directional light. Other lights are completely i...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Diffuse
// Simplified Diffuse shader. Differences from regular Diffuse one // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Mobile/Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 150 CGPROGRAM #pragma surfac...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Bumped Diffuse
// Simplified Bumped shader. Differences from regular Bumped one // - no Main Color // - Normalmap uses Tiling/Offset of the Base texture // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Mobile/Bumped Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = ...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/VertexLit (Only Directional Lights)
// Simplified VertexLit shader, optimized for high-poly meshes. Differences from regular VertexLit one // - less per-vertex work compared with Mobile-VertexLit // - supports only DIRECTIONAL lights and ambient term, saves some vertex processing power // - no per-material color // - no specular // - no emission Shader "Mobile/VertexLit (Only Directional Lights)" { Properties { _MainTex ...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/GUI/Text Shader
Shader "GUI/Text Shader" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/Alpha Blended Premultiply
Shader "Particles/Alpha Blended Premultiply" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One OneMinusSrcAlpha ColorMask ...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード
Unityに内蔵されているシェーダのソースコードはこちらのサイトからダウンロード可能です。 Bumped Diffuse Bumped Specular Decal Diffuse Diffuse Detail Parallax Diffuse Parallax Specular Specular VertexLit FX ▶Flare GUI ▶Text Shader Mobile ▶Bumped Diffuse Bumped Specular Bumped Specular (1 Directional Light) Diffuse Bumped Diffuse Particles ▶Additive Alpha Blended Multiply VertexLit Blended Skybox Unlit (Supports Lightmap) VertexLit Vertex...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Skybox
// Simplified Skybox shader. Differences from regular Skybox one // - no tint color Shader "Mobile/Skybox" { Properties { _FrontTex ("Front (+Z)", 2D) = "white" {} _BackTex ("Back (-Z)", 2D) = "white" {} _LeftTex ("Left (+X)", 2D) = "white" {} _RightTex ("Right (-X)", 2D) = "white" {} _UpTex ("Up (+Y)&...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Cutout/Specular
Shader "Transparent/Cutout/Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/VertexLit
// Simplified VertexLit shader. Differences from regular VertexLit one // - no per-material color // - no specular // - no emission Shader "Mobile/VertexLit" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } // ---- Dual texture cards SubShader { Tags { "RenderType"="Opaque" } LOD 80 // Non-lightmapped Pass { Tags { "LightMode"...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Cutout/Bumped Specular
Shader "Transparent/Cutout/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Cutoff ("...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/Alpha Blended
Shader "Particles/Alpha Blended" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transpa...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Specular
Shader "Transparent/Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector&qu...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles
Additive Additive (Soft) Alpha Blended Alpha Blended Premultiply Multiply Multiply (Double) VertexLit Blended ~Additive-Multiply
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Bumped Specular
Shader "Transparent/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags {...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Specular
Shader "Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM #pragma surface sur...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Parallax Specular
Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Nor...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Bumped Specular
Shader "Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Cutout/Soft Edge Unlit
/* Renders doubled sides objects without lighting. Useful for grass, trees or foliage. This shader renders two passes for all geometry, one for opaque parts and one with semitransparent details. This makes it possible to render transparent objects like grass without them being sorted by depth. */ Shader "Transparent/Cutout/Soft Edge Unlit" { Properties { _Color ("Main Color"...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/Cutout/VertexLit
Shader "Transparent/Cutout/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,0) _Emission ("Emissive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.1, 1)) = 0.7 _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Self-Illumin/Specular
Shader "Self-Illumin/Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _EmissionLM ("Emission (Li...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Parallax Specular
Shader "Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D)...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Transparent/VertexLit
Shader "Transparent/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,0) _Emission ("Emissive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.1, 1)) = 0.7 _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } // 2/3 texture stage GPUs SubShader { Tags {"...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Self-Illumin/Bumped Specular
Shader "Self-Illumin/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _BumpMap ("Normalma...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Reflective/Specular
Shader "Reflective/Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Cube ("Reflection Cub...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile
Bumped Diffuse Bumped Specular Bumped Specular (1 Directional Light) Diffuse Particle Particles Particles/Additive Particles/Alpha Blended Particles/Multiply Particles/VertexLit Blended Skybox Unlit (Supports Lightmap) VertexLit VertexLit (Only Directional Lights)
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Nature/Tree Creator Leaves Fast
Shader "Nature/Tree Creator Leaves Fast" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255) _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7 _ShadowStrength("Shadow Strength", Range(0,...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particle
Additive Alpha Blended Multiply VertexLit Blended
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Mobile/Particles
Additive Alpha Blended Multiply VertexLit Blended
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/VertexLit Blended
Shader "Particles/VertexLit Blended" { Properties { _EmisColor ("Emissive Color", Color) = (.2,.2,.2,0) _MainTex ("Particle Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Tags { "LightMode" = "Vertex" }...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Self-Illumin/Parallax Specular
Shader "Self-Illumin/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Reflective/Bumped Specular
Shader "Reflective/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {} _Cube ("Refl...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Nature/Tree Creator Leaves
Shader "Nature/Tree Creator Leaves" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _GlossMap ("Gloss (A)", 2D) = "black" {} _TranslucencyMap ("Translucen...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Reflective/Parallax Specular
Shader "Reflective/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss ...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Nature/Tree Creator Bark
Shader "Nature/Tree Creator Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _GlossMap ("Gloss (A)", 2D) = "black" {} // These are here only to provide d...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Nature/Tree Soft Occlusion Leaves
Shader "Nature/Tree Soft Occlusion Leaves" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Main Texture", 2D) = "white" { } _Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5 _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 _Occlusion ("Dir Occlusion", Range(0, 2...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/~Additive-Multiply
Shader "Particles/~Additive-Multiply" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Tr...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Nature/Terrain/Bumped Specular
Shader "Nature/Terrain/Bumped Specular" { Properties { _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 // set by terrain engine [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [HideInInspector] ...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/Additive (Soft)
Shader "Particles/Additive (Soft)" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One OneMinusSrcColor ColorMask RGB Cull Of...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Particles/Additive
Shader "Particles/Additive" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent&...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/UnityCG.cginc
#ifndef UNITY_CG_INCLUDED #define UNITY_CG_INCLUDED #include "UnityShaderVariables.cginc" #if SHADER_API_FLASH uniform float4 unity_NPOTScale; #endif #if defined(SHADER_API_PS3) #define UNITY_SAMPLE_DEPTH(value) (dot((value).wxy, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5))) #elif defined(SHADER_API_FLASH) #def...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/Reflective/VertexLit
Shader "Reflective/VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Shininess ("Shininess", Range (0.03, 1)) = 0.7 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap"...
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トップページ/Unity(Unity3D)/内蔵シェーダのソースコード/VertexLit
Shader "VertexLit" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Emission ("Emissive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _MainTex ("Base (RGB)", 2D) = "white" {} } // 2/3 texture stage GPUs SubShader { Tags { "RenderType"=&q...
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