<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[UMRFizz的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/UMRFizz</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; UMRFizz]]></copyright><item><title><![CDATA[渲染流水线]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78682719</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78682719</guid><author>UMRFizz</author><pubDate>Fri, 01 Dec 2017 02:05:33 +0800</pubDate><description><![CDATA[前情提要：
在知道Shader是计算机显示图像过程中起着决定颜色的作用后，那么问题来了，计算机是怎么显示这些图像的呢？我们知道现实生活中，工厂生产某件商品都是以流水线的方式来进行的，这样的话可以大大缩短单件商品的生产周期。计算机渲染图像这个过程也是一样的，存在一个流水线的概念叫做“渲染流水线”。
一、渲染流水线]]></description><category></category></item><item><title><![CDATA[初识Shader着色器]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78682692</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78682692</guid><author>UMRFizz</author><pubDate>Fri, 01 Dec 2017 01:49:01 +0800</pubDate><description><![CDATA[一、Shader是什么？
Shader中文翻译为“着色器”，不过我觉得翻译为”着色程序“更易于理解。Shader本质其实就是一段程序，和我们平时写的C，C++一样，没什么奇特的。Unity里面的Shader所使用的语言就称为“CG语言”。
二、Shader做什么？
你正在看的电脑屏幕上的每一张图片，模型，甚至是文字，五颜六色的很是缤纷绚烂。而Shader所做的事情就是决定电脑屏幕上每一个像素]]></description><category></category></item><item><title><![CDATA[光照模型 - 发光球体光照模型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78656872</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78656872</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:49:15 +0800</pubDate><description><![CDATA[Shader "LitSphere"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white" {}
        _MianTint("MainTint", Color) = (1, 1, 1, 1)
        _NormalMap("NormalMap", 2D) = "bump" {}
    }

    Su]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 创建各向异性高光类型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78653498</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78653498</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:48:55 +0800</pubDate><description><![CDATA[之后再补充。。。]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 使用贴图对模型的高光进行遮罩]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78653450</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78653450</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:48:29 +0800</pubDate><description><![CDATA[暂时用不到，以后再来补充、、、]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 金属与软高光]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78653473</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78653473</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:48:04 +0800</pubDate><description><![CDATA[暂时用不到，之后再补充。。。]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 创建BlinnPhong高光类型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78652925</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78652925</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:47:46 +0800</pubDate><description><![CDATA[Shader "CustomBlinnPhong"
{
    Properties
    {
        _MainTex("MianTex", 2D) = "white" {}
        _MainTint("MainTint", Color) = (1, 1, 1, 1)
        _SpecularColor("SpecularColor", Color) = (1, 1]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 创建Phong高光类型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78652889</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78652889</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:47:34 +0800</pubDate><description><![CDATA[Shader "Phong"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white" {}
        _MainTint("Mainint", Color) = (1, 1 ,1 ,1)
        _SpecPower("SpecPower", Range(0, 30)) = 1
        _Specula]]></description><category></category></item><item><title><![CDATA[利用镜面反射让游戏闪耀起来 - 利用Unity3D内置的高光模型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78651416</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78651416</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:47:12 +0800</pubDate><description><![CDATA[Shader "BlinnPhong"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white" {}
        _MainTint("MainTint", Color) = (1, 1, 1, 1)
        _SpecPower("SpecPower", Range(0, 1)) = 0.5
    }]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - Photoshop色阶效果]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78649615</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78649615</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:46:57 +0800</pubDate><description><![CDATA[Shader "PhotoshopLevels"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "" {}

        _InBlack("InBlack", Range(0, 255)) = 0
        _InGamma("InGamma", Range(0, 255)) = 1.61
        _InWhi]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - 在Unity编辑器中创建程序纹理贴图]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78649581</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78649581</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:46:31 +0800</pubDate><description><![CDATA[目前不太需要，先行跳过，之后再来处理。。。]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - 法线贴图]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78649543</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78649543</guid><author>UMRFizz</author><pubDate>Wed, 29 Nov 2017 11:45:43 +0800</pubDate><description><![CDATA[Shader "NormalTex"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white" {}
        _NormalTex("NormalTex", 2D) = "" {}
    }

    SubShader
    {
        Tags
        {
            "Render]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - 压缩和混合纹理贴图]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78648589</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78648589</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:57:21 +0800</pubDate><description><![CDATA[Shader "TexBlending"
{
    Properties
    {
        _MainTint("MainTint", Color) = (1, 1, 1, 1)

        _ColorA("ColorA", Color) = (1, 1, 1, 1)
        _ColorB("ColorB", Color) = (1, 1, 1, 1)]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - 让精灵表单动起来]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78646427</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78646427</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:53:28 +0800</pubDate><description><![CDATA[Shader "SpriteAnimate"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white" {}
        _TexWidth("TexWidth", float) = 0.0
        _CellAmount("CeilAmount", float) = 0.0
        _Speed("Spe]]></description><category></category></item><item><title><![CDATA[使用纹理制作特效 - 通过修改UV坐标实现纹理贴图的滚动]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78646380</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78646380</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:53:00 +0800</pubDate><description><![CDATA[Shader "ScrollTexUV"
{
    // 属性
    Properties
    {
        // 主纹理贴图 ： 初始值白色
        _MainTex("_MainTex", 2D) = "white" {}
        // 纹理横向移动速度
        _XScrollSpeed("XScrollSpeed", float) = 2]]></description><category></category></item><item><title><![CDATA[漫反射着色 - 使用2D渐变纹理创建假的BRDF]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78645968</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78645968</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:52:21 +0800</pubDate><description><![CDATA[目前不太用得上，先行跳过，之后进行补充。。。]]></description><category></category></item><item><title><![CDATA[漫反射着色 - 创建渐变纹理来控制漫反射着色]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78645914</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78645914</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:51:47 +0800</pubDate><description><![CDATA[这个目前不太用的上，先行跳过，之后再进行补充。。。]]></description><category></category></item><item><title><![CDATA[漫反射着色 - 创建半兰伯特光照模型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78645840</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78645840</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 16:51:18 +0800</pubDate><description><![CDATA[Shader "HalfLambert"
{
    // 属性
    Properties
    {
        // 主纹理 ： 初始值白色
        _MainTex("_MainTex", 2D) = "white" {}
    }

    SubShader
    {
        // 标签
        Tags
        {
            /]]></description><category></category></item><item><title><![CDATA[漫反射着色 - 创建自定义漫反射光照模型]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78645300</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78645300</guid><author>UMRFizz</author><pubDate>Tue, 28 Nov 2017 09:11:50 +0800</pubDate><description><![CDATA[Shader "CustomDiffuse"
{
    // 属性
    Properties
    {
        // 主纹理 ： 初始值白色
        _MainTex ("_MainTex", 2D) = "white" {}
    }

    SubShader
    {
        // 标签
        Tags
        {]]></description><category></category></item><item><title><![CDATA[..]]></title><link>https://blog.youkuaiyun.com/UMRFizz/article/details/78643586</link><guid>https://blog.youkuaiyun.com/UMRFizz/article/details/78643586</guid><author>UMRFizz</author><pubDate>Mon, 27 Nov 2017 11:59:04 +0800</pubDate><description><![CDATA[...]]></description><category></category></item></channel></rss>