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原创 shader库

#ifndef MY_CGING#define MY_CGING//兰伯特float Lambert1 (float3 n,float3 l){ float Dot1 = dot(n,l); float lambert = max(0.0,Dot1); return lambert;} //半兰伯特float HalfLambert1 (float3 l,float3 n){ float halfLambert= (do.

2021-07-12 02:08:33 259

原创 法线贴图

Shader "Custom/NormalMap"{ Properties { _NormalMap("法线贴图",2d) = "bump"{} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" T.

2021-07-09 18:15:37 154

原创 猫猫processing

int radius=40;float x=-radius;float speed=3; void setup(){size(800,480);}void draw(){background(#FA12C0);//random(20,800),random(20,200),random(10,500)fill(#FA9D12);//weibastroke(#A24415);beginShape();vertex(68+x,160);vertex(68+x,255);v.

2021-07-09 15:21:40 278

原创 走路跑步检测地面

using System.Collections;using System.Collections.Generic;using UnityEngine;public class NewBehaviourScript1 : MonoBehaviour{ public float mo; public float run_power; public float jump; public bool is_ground; //public bool can_ju.

2021-07-09 14:54:43 136

原创 Scene

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.SceneManagement;public class follow : MonoBehaviour{ public static bool lose; public static bool win; public GameObject lose_ui; public Game.

2021-07-09 14:49:13 102

原创 相机跟随+鼠标

using System.Collections;using System.Collections.Generic;using UnityEngine;public class CameraFollow : MonoBehaviour{ public float rollAngle;//XZ平面的角度控制 public float rotAngle;//YZ平面的角度控制 public float distance = 5;//摄像机与角色的距离 publi.

2021-07-09 14:47:11 190

原创 复制粘贴用

_("",2d) = "whitr"{} //法线"bump" _ ("",color) = (1.0,1.0,1.0,1.0)uniform sampler2D _uniform float3 _float4 vertex : POSITION; //顶点float4 normal : NORMAL; //法线float2 uv0 : TEXCOORD0;float4 pos : SV_POSITION; //屏幕顶点f..

2021-07-08 02:48:21 124

原创 oldschool-P

Shader "Custom/oldschool-P"{ Properties { _Color ("Color",Color) = (1,1,1,1) _SpecularPower ("SpecularPower", Range(1,50)) = 1 _SpecularColor ("SpecularColor",Color) = (1,1,1,1) } SubShader { Tags { .

2021-07-07 02:34:26 84

原创 Phong

Shader "Custom/Phong"{ Properties { _SpecularPower ("SpecularPower", Range(1,50)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tag.

2021-07-06 23:16:14 106

原创 Half Lambert

Shader "Custom/Half Labeter" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" .

2021-07-06 02:07:19 164

原创 lambert

Shader "Custom/lambert"{ Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" .

2021-07-06 01:44:34 123

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