RenderFX
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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/RenderFX/Skybox Cubed
Shader "RenderFX/Skybox Cubed" { Properties { _Tint ("Tint Color", Color) = (.5, .5, .5, .5) _Tex ("Cubemap", Cube) = "white" {} } SubShader { Tags { "Queue"="Background" "RenderType"="Background" } Cull Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption...
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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/RenderFX/Skybox
Shader "RenderFX/Skybox" { Properties { _Tint ("Tint Color", Color) = (.5, .5, .5, .5) _FrontTex ("Front (+Z)", 2D) = "white" {} _BackTex ("Back (-Z)", 2D) = "white" {} _LeftTex ("Left (+X)", 2D) = "white" {} _RightTex ("Right (-X)", 2D) = "white" {} _UpTex ("Up (+Y)", 2D) = "white&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
...VertexLit RenderFX ▶Skybox Skybox Cubed Self-Illumin ▶Bumped Diffuse Bumped Specular Diffuse Parallax Diffuse Parallax Specular Specular VertexLit Transparent ▶Bumped Diffuse Bumped Specular Cutout ▶Bumped Diffuse Bumped Specular Diffuse Soft Edge Unlit Specular VertexLit Diffuse Parallax Diffuse Parallax Specular Specular VertexLit Unlit ▶Texture Transparent Transparent Cutout Legacy Shaders ▶...
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トップページ/Mac/Blender/プラグイン
インストール場所 Macの場合は以下の場所にプラグイン(Blenderスクリプト)のファイルをコピーして下さい。 /Applications/blender-2.49b-OSX-10.5-py2.5-intel/blender.app/Contents/MacOS/.blender/scripts/ ※ blender-2.49b-OSX-10.5-py2.5-intel の部分はインストールしているバージョンにより異なります。 ※途中、隠しフォルダが有るのでターミナルで cd で移動して open . で開くか、Finderで shift+command+G で表示される入力欄にフルパスを指定して下さい。
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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/FX/Flare
Shader "FX/Flare" { Properties { _MainTex ("Particle Texture", 2D) = "black" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Cull Off Lighting Off ZWrite Off Ztest Always Fog { Mode Off } Blend One One Pass { CGPROGRAM #pragma vertex vert #pragma fragment f...
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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/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/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/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/Transparent/Bumped Diffuse
Shader "Transparent/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"} LO...
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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
Shader "Transparent/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 ...
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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/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/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/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/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/Transparent/Cutout/Bumped Diffuse
Shader "Transparent/Cutout/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"="Tru...
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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
Shader "Transparent/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 {"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/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/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/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/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/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/Reflective/Bumped Diffuse
Shader "Reflective/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" ...
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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/Unlit/Transparent
コードの解説 // Unlit alpha-blended shader. // - no lighting // - no lightmap support // - no per-material color Shader "Unlit/Transparent" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 ZW...
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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
Shader "Legacy Shaders/Lightmapped/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; ...
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Firefox Developers Conference 2010
Firefox Developers Conference 2010 http //mozilla.jp/events/2010/fxdevcon/ タイトル 内容 「Firefox Developers Conference 2010」に行ってきた その1 - 強火で進め Firefoxの中の人、加藤 誠さんの講演。 「Firefox Developers Conference 2010」に行ってきた その2 - 強火で進め LT関連。 「Firefox Developers Conference 2010」に行ってきた その3 - 強火で進め 韓国と台湾のFirefoxコミュニティのリーダーの方のLT。 「Firefox Developers Conference 2010」に行ってきた その4 - 強火で進め 資料、スライド、デモページなど。 「Firefox Developers...
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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
Shader "Reflective/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 CubeRefle...
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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/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/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/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/Legacy Shaders/Lightmapped/Bumped Diffuse
Shader "Legacy Shaders/Lightmapped/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 #...
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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/Decal
Shader "Decal" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _DecalTex ("Decal (RGBA)", 2D) = "black" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 250 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _DecalTex; fixed4 _Color; struct Input...
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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/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/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/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/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/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/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/Nature/Tree Soft Occlusion Bark
Shader "Nature/Tree Soft Occlusion Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 // These are here only to provide default values _Scale ("Scale", Vector) = (1,1,1,1) _SquashAmount ...
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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/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/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/Unlit/Transparent Cutout
コードの解説 // Unlit alpha-cutout shader. // - no lighting // - no lightmap support // - no per-material color Shader "Unlit/ Transparent Cutout" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" &...
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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/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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