<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[weixin_42452001的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/weixin_42452001</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; weixin_42452001]]></copyright><item><title><![CDATA[Unity3D Shader：径向模糊]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/82984930</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/82984930</guid><author>weixin_42452001</author><pubDate>Tue, 09 Oct 2018 20:10:36 +0800</pubDate><description><![CDATA[C#代码：


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class blur_power : MonoBehaviour {

    [Range(0, 1f)]
    public float blurPower = 0.1f;

    [Range(0, ...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：高亮]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/81233617</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/81233617</guid><author>weixin_42452001</author><pubDate>Fri, 27 Jul 2018 11:06:21 +0800</pubDate><description><![CDATA[C#代码：


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Bloom : MonoBehaviour {
    //全屏泛光
    public Material mat;

    public int downscale;//分辨率

    pu...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：景深]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/81233395</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/81233395</guid><author>weixin_42452001</author><pubDate>Fri, 27 Jul 2018 10:53:46 +0800</pubDate><description><![CDATA[C#代码：


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class JingShen : MonoBehaviour {

    public Material mat;

    [Range(0f, 100f)]
    public float focalD...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：高斯模糊]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/81064658</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/81064658</guid><author>weixin_42452001</author><pubDate>Mon, 16 Jul 2018 14:33:19 +0800</pubDate><description><![CDATA[C#代码：


using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class GaoSiMouHu : MonoBehaviour {
    //高斯模糊 正态分布
    public Material mat;


    public float radio=1f;...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：消散]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80985537</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80985537</guid><author>weixin_42452001</author><pubDate>Tue, 10 Jul 2018 14:31:53 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_MainColor(&quot;MainColor&quot;,COLOR)=(1,1,1,1)
_Hold(&quot;Hold&quot;,Range(0,1))=0
_AddTex(&quot;AddTex&quot;,2D)=&quot;white&quot;{}
_AddColor(&quo]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：溶解]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80985485</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80985485</guid><author>weixin_42452001</author><pubDate>Tue, 10 Jul 2018 14:29:11 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_MainColor(&quot;MainColor&quot;,COLOR)=(1,1,1,1)
_AddTex(&quot;AddTex&quot;,2D)=&quot;white&quot;{}
_DiffColor(&quot;DiffColor&quot;,COLOR)=(1,1,1,1)
_]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：动态翅膀]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80926389</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80926389</guid><author>weixin_42452001</author><pubDate>Thu, 05 Jul 2018 14:23:57 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;MainTex&quot;, 2D) = &quot;white&quot; {} //主纹理图
_MainColor(&quot;MainColor&quot;,COLOR)=(1,1,1,1) //颜色
_Mask(&quot;Mask&quot;,2D)=&quot;white&quot;{} //遮罩图
_NoiseMask(&quot;NoiseMask&quot;,2D)=]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：碰撞波纹]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80875883</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80875883</guid><author>weixin_42452001</author><pubDate>Sun, 01 Jul 2018 17:50:55 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_MainColor(&quot;Color&quot;,COLOR)=(1,1,1,1)
_RingColor(&quot;RingColor&quot;,COLOR)=(1,1,1,1)
_RingColorIntensity(&quot;RingColorIntensity&quot;,float]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：宝石反射]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80803662</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80803662</guid><author>weixin_42452001</author><pubDate>Mon, 25 Jun 2018 16:23:08 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainColor(&quot;MainColor&quot;,COLOR)=(0,0,0,1)
[NoScaleOffset]_MainCUBE (&quot;MainCUBE&quot;, CUBE) = &quot;white&quot; {}
_RefStreng(&quot;RefStreng&quot;,Range(0,2.0))=0
_Enviorenment(&quot;Enviorenment&q]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：夜视]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80798481</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80798481</guid><author>weixin_42452001</author><pubDate>Mon, 25 Jun 2018 10:37:30 +0800</pubDate><description><![CDATA[
shader代码：

Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
}
SubShader
{
Tags { &quot;RenderType&quot;=&quot;Transparent&quot; &quot;Queue&quot;=&quot;AlphaTest&quot; &quot;IgnoreProjector&quot;=&quot]]></description><category></category></item><item><title><![CDATA[Unity3D Shader：动态星空]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80776074</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80776074</guid><author>weixin_42452001</author><pubDate>Fri, 22 Jun 2018 17:22:14 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
[Gamma][Header(CubeMap)]_MainColor(&quot;MainColor&quot;,COLOR)=(0.5,0.5,0.5,1)
_Spec(&quot;Spec&quot;,Range(1,8))=1
[NoScaleOffset]_Tex(&quot;CubeMap&quot;,CUBE)=&quot;black&quot;{}
[Header(Rotation)][To...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：图标]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737792</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737792</guid><author>weixin_42452001</author><pubDate>Tue, 19 Jun 2018 18:59:48 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
}
SubShader
{
Tags { &quot;RenderType&quot;=&quot;Opaque&quot; }
LOD 100


Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include &quot;U.]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：Julia集]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737718</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737718</guid><author>weixin_42452001</author><pubDate>Tue, 19 Jun 2018 18:54:09 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_Cx(&quot;Cx&quot;,Range(-0.8,0.375))=-0.8
_Cy(&quot;Cy&quot;,Range(-1,1))=0.15
_scale(&quot;scale&quot;,Range(1,3))=1.6
}
SubShader
{
Tags { &quot;Rend]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：浮雕]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737645</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80737645</guid><author>weixin_42452001</author><pubDate>Tue, 19 Jun 2018 18:44:27 +0800</pubDate><description><![CDATA[
Shader &quot;Custom/Test&quot; {
Properties {
_Color (&quot;Color&quot;, Color) = (1,1,1,1)
_MainTex (&quot;Albedo (RGB)&quot;, 2D) = &quot;white&quot; {}
}
SubShader {
pass{
Tags{&quot;LightMode&quot;=&quot;ForwardBase&quot;}
Cull off
CGPROGRAM
#pragma v]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：水滴效果]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684201</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684201</guid><author>weixin_42452001</author><pubDate>Thu, 14 Jun 2018 08:35:46 +0800</pubDate><description><![CDATA[Shader 代码


Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_MainColor(&quot;Color&quot;,COLOR)=(1,1,1,1)
}
CGINCLUDE
#include &quot;UnityCG.cginc&quot;
uniform sampler2D _MainTex;
uniform float ...]]></description><category></category></item><item><title><![CDATA[Unity3D Shader : 透视]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684108</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684108</guid><author>weixin_42452001</author><pubDate>Wed, 13 Jun 2018 19:36:24 +0800</pubDate><description><![CDATA[
Shader &quot;Custom/Test&quot; {
Properties {
_Color (&quot;Color&quot;, Color) = (1,1,1,1)
_MainTex (&quot;Albedo (RGB)&quot;, 2D) = &quot;white&quot; {}
_Glossiness (&quot;Smoothness&quot;, Range(0,1)) = 0.5
_Metallic (&quot;Metallic&quot;, Range(0,1)) ]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：水面波纹]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684081</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80684081</guid><author>weixin_42452001</author><pubDate>Wed, 13 Jun 2018 19:30:36 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex(&quot;MainTex&quot;,2D)=&quot;white&quot;{}
_MainColor(&quot;MainColor&quot;,COLOR)=(1,1,1,1)
_AddTex(&quot;AddTex&quot;,2D)=&quot;white&quot;{}
_Maxset(&quot;Max&quot;,Range(0.1,1.0))=0.1
}
SubShader
]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：渐变]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683650</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683650</guid><author>weixin_42452001</author><pubDate>Wed, 13 Jun 2018 19:08:22 +0800</pubDate><description><![CDATA[
Shader &quot;Hidden/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_FadeNear(&quot;FadeNear&quot;,float) = 35
_FadeFar(&quot;FadeFar&quot;,float) = 40
}
SubShader
{
Tags{&quot;RenderType&quot; = &quot;Transparent&quot;]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ：模糊效果]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683618</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683618</guid><author>weixin_42452001</author><pubDate>Wed, 13 Jun 2018 18:42:14 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_Offset(&quot;Offset&quot;,Range(0.000,0.010))=0.000
}
SubShader
{
Tags { &quot;RenderType&quot;=&quot;Opaque&quot; }
LOD 100


Pass
{
CGPROGRAM
#pragma]]></description><category></category></item><item><title><![CDATA[Unity3D Shader ： 单色混合]]></title><link>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683582</link><guid>https://blog.youkuaiyun.com/weixin_42452001/article/details/80683582</guid><author>weixin_42452001</author><pubDate>Wed, 13 Jun 2018 18:39:32 +0800</pubDate><description><![CDATA[
Shader &quot;Unlit/Test&quot;
{
Properties
{
_MainTex (&quot;Texture&quot;, 2D) = &quot;white&quot; {}
_MainColor(&quot;MainColor&quot;,Color)=(1,1,1,1)
_DColor(&quot;DColor&quot;,Color)=(1,1,1,1)
_FColor(&quot;FColor&quot;,Color)=(1,1,1,1)
}
SubShader
{
]]></description><category></category></item></channel></rss>