Diffuse Fast
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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/Legacy Shaders/Diffuse Fast
...y Shaders/Diffuse Fast" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } Fallback "VertexLit" }
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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 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 VertexLit (Only Directional Lights) Nature ▶Terra...
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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/Legacy Shaders
Diffuse Fast Lightmapped Lightmapped/Bumped Diffuse Lightmapped/Bumped Specular Lightmapped/Diffuse Lightmapped/Specular Lightmapped/VertexLit
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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
...ack "Diffuse" } 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(&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/Nature
...r Terrain/Diffuse Tree Creator Bark Tree Creator Leaves Tree Creator Leaves Fast Tree Soft Occlusion Bark Tree Soft Occlusion Leaves
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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
...le/Bumped Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf Lambert noforwardadd sampler2D _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout Surf...
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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/Diffuse
Shader "Nature/Terrain/Diffuse" { Properties { [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0...
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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/Diffuse Detail
Shader "Diffuse Detail" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Detail ("Detail (RGB)", 2D) = "gray" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _Detail; fixed4 _Color; struct 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/Bumped Diffuse
Shader "Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; struct In...
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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
...aterial { Diffuse (1,1,1,1) Ambient (1,1,1,1) } Lighting On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped, encoded as dLDR Pass { Tags { "LightMode" = "VertexLM" } BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord...
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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
...aterial { Diffuse [_Color] Emission [_PPLAmbient] Specular [_SpecColor] Shininess [_Shininess] } SeparateSpecular On CGPROGRAM #pragma exclude_renderers shaderonly #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float2 uv TEXCOORD0; fixed4 diff COLOR0; fixed4 spec COLOR1; }; uniform sampler2D _MainTex register(s0...
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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 Diffuse
...ut/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType&q...
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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 Diffuse
...nt/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 300 CGPROGRAM #p...
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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 Diffuse
Shader "Parallax Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } 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/Self-Illumin/Bumped Diffuse
...in/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _EmissionLM ("Emission (Lightmapper)", Float) = 0 } SubShader { Tags { "RenderType"="Opaque&...
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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/Legacy Shaders/Lightmapped/Bumped Diffuse
...ed/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _LightMap ("Lightmap (RGB)", 2D) = "black" {} } SubShader { LOD 300 Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert struct...
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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 Diffuse
.../Parallax Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Trans...
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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
...aterial { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped, encoded as dLDR Pass { Tags { "LightMode" = "VertexLM" } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB BindChannels { Bi...
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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 Diffuse
.../Parallax Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black...
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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
...aterial { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped, encoded as dLDR Pass { Tags { "LightMode" = "VertexLM" } BindChannels { Bind "Vertex", vertex Bind "normal", norm...
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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 Diffuse
.../Parallax Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect } _BumpMap ("...
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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/Diffuse
Shader "Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = t...
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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
...AmbientAndDiffuse SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }
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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/Diffuse
...nt/Cutout/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pra...
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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/Legacy Shaders/Lightmapped/Specular
...ghtmapped/Diffuse" }
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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/Decal
...ack "Diffuse" }
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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/Diffuse
Shader "Transparent/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 200 CGPROGRAM #pragma surface surf Lambert alpha sampler2D _Ma...
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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/Diffuse
Shader "Self-Illumin/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _EmissionLM ("Emission (Lightmapper)", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 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/Legacy Shaders/Lightmapped/Bumped Specular
...ed/Bumped Diffuse" }
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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/Legacy Shaders/Lightmapped/Diffuse
...ghtmapped/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _LightMap ("Lightmap (RGB)", 2D) = "black" {} } SubShader { LOD 200 Tags { "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float2 uv2_LightMap; }; sam...
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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/Legacy Shaders/Lightmapped/VertexLit
...aterial { Diffuse [_Color] Shininess [_Shininess] Specular [_SpecColor] } Lighting On SeparateSpecular On BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord1", texcoord1 // lightmap uses 2nd uv Bind "texcoord", texcoord2 // main uses 1st uv } SetTexture [_LightMap] { c...
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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
...AmbientAndDiffuse ZWrite Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .001 Pass { SetTexture [_MainTex] { combine primary * texture } } } }
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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
...aterial { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped, encoded as dLDR Pass { Tags { "LightMode" = "VertexLM" } BindChannels { Bind "Vertex", vertex Bind "normal", norma...
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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 Bark
...aterial { Diffuse [_Color] Ambient [_Color] } SetTexture [_MainTex] { combine primary * texture DOUBLE, constant } } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" Fallback Off }
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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 VertexLit
...aterial { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * primary } } } } FallBack "Reflective/VertexLit" }
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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/Diffuse
Shader "Reflective/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect } } SubShader { LOD 200 Tags { "RenderType"="Opaq...
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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/VertexLit
...aterial { Diffuse [_Color] Shininess [_Shininess] Specular [_SpecColor] } SeparateSpecular On Lighting On SetTexture [_Illum] { constantColor [_Color] combine constant lerp (texture) previous } SetTexture [_MainTex] { Combine texture * previous, texture*primary } } } Fallback "VertexLit" }
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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
...f-Illumin/Diffuse" }
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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
...aterial { Diffuse [_Color] Ambient [_Color] } SetTexture [_MainTex] { combine primary * texture DOUBLE, texture } } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" Fallback Off }
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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/Reflective/Bumped Specular
...ve/Bumped Diffuse" }
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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 Diffuse
...ve/Bumped Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) _MainTex ("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect } _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { ...
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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
...ack "Diffuse" }
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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
...ack "Diffuse" }
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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/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/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/Nature/Terrain/Bumped Specular
...e/Terrain/Diffuse" }
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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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