资源简介
Unity在Gamma空间下实现线性渲染 本shader精简了一部分项目中不需要的功能。可以避免因为试用线性渲染导致UI的透明度叠加差异
代码片段和文件信息
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
using System;
using UnityEngine;
namespace UnityEditor
{
internal class StandardFakeLinear1 : ShaderGUI
{
private enum WorkflowMode
{
Specular
metallic
Dielectric
}
public enum BlendMode
{
Opaque
Cutout
Fade // Old school alpha-blending mode fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode implemented as alpha pre-multiply
}
public enum SmoothnessMapChannel
{
SpecularmetallicAlpha
AlbedoAlpha
}
private static class styles
{
public static GUIContent uvSetLabel = new GUIContent(“UV Set“);
public static GUIContent albedoText = new GUIContent(“Albedo“ “Albedo (RGB) and Transparency (A)“);
public static GUIContent alphaCutoffText = new GUIContent(“Alpha Cutoff“ “Threshold for alpha cutoff“);
public static GUIContent specularMapText = new GUIContent(“Specular“ “Specular (RGB) and Smoothness (A)“);
public static GUIContent metallicMapText = new GUIContent(“metallic“ “metallic (R) and Smoothness (A)“);
public static GUIContent smoothnessText = new GUIContent(“Smoothness“ “Smoothness value“);
public static GUIContent smoothnessScaleText = new GUIContent(“Smoothness“ “Smoothness scale factor“);
public static GUIContent smoothnessMapChannelText = new GUIContent(“Source“ “Smoothness texture and channel“);
public static GUIContent highlightsText = new GUIContent(“Specular Highlights“ “Specular Highlights“);
public static GUIContent reflectionsText = new GUIContent(“Reflections“ “Glossy Reflections“);
public static GUIContent normalMapText = new GUIContent(“Normal Map“ “Normal Map“);
//public static GUIContent heightMapText = new GUIContent(“Height Map“ “Height Map (G)“);
public static GUIContent occlusionText = new GUIContent(“Occlusion“ “Occlusion (G)“);
public static GUIContent emissionText = new GUIContent(“Color“ “Emission (RGB)“);
// public static GUIContent detailMaskText = new GUIContent(“Detail Mask“ “Mask for Secondary Maps (A)“);
// public static GUIContent detailAlbedoText = new GUIContent(“Detail Albedo x2“ “Albedo (RGB) multiplied by 2“);
// public static GUIContent detailNormalMapText = new GUIContent(“Normal Map“ “Normal Map“);
public static string primaryMapsText = “Main Maps“;
// public static string secondaryMapsText = “Secondary Maps“;
public static string forwardText = “Forward Rendering Options“;
public static string renderingMode = “Rendering Mode“;
public static string advancedText = “Advance
属性 大小 日期 时间 名称
----------- --------- ---------- ----- ----
文件 68 2018-04-30 12:03 readme.txt
文件 18802 2018-04-24 10:48 StandardFakeLinear1.cs
文件 51945 2018-04-30 12:01 TenlonPla
----------- --------- ---------- ----- ----
70815 3
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