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Unity Shader 内置函数

發布時間:2023/12/20 编程问答 29 豆豆
生活随笔 收集整理的這篇文章主要介紹了 Unity Shader 内置函数 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.
編寫Unity Shader時有很多內置函數,在網上查找了一些,把他們記錄了下來,以供大家參考使用
參考網址:http://www.cppblog.com/lai3d/archive/2008/10/23/64889.html

這個是MSDN上的,DirectX Documentation里也有,其實也就是HLSL的內置函數


Intrinsic Functions (DirectX HLSL)

The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

NameSyntaxDescription
absabs(x)Absolute value (per component).
acosacos(x)Returns the arccosine of each component of x.
allall(x)Test if all components of x are nonzero.
anyany(x)Test if any component of x is nonzero.
asfloatasfloat(x)Convert the input type to a float.
asinasin(x)Returns the arcsine of each component of x.
asintasint(x)Convert the input type to an integer.
asuintasuint(x)Convert the input type to an unsigned integer.
atanatan(x)Returns the arctangent of x.
atan2atan2(y, x)Returns the arctangent of of two values (x,y).
ceilceil(x)Returns the smallest integer which is greater than or equal to x.
clampclamp(x, min, max)Clamps x to the range [min, max].
clipclip(x)Discards the current pixel, if any component of x is less than zero.
coscos(x)Returns the cosine of x.
coshcosh(x)Returns the hyperbolic cosine of x.
crosscross(x, y)Returns the cross product of two 3D vectors.
D3DCOLORtoUBYTE4D3DCOLORtoUBYTE4(x)Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.
ddxddx(x)Returns the partial derivative of x with respect to the screen-space x-coordinate.
ddyddy(x)Returns the partial derivative of x with respect to the screen-space y-coordinate.
degreesdegrees(x)Converts x from radians to degrees.
determinantdeterminant(m)Returns the determinant of the square matrix m.
distancedistance(x, y)Returns the distance between two points.
dotdot(x, y)Returns the dot product of two vectors.
expexp(x)Returns the base-e exponent.
exp2exp2(x)Base 2 exponent (per component).
faceforwardfaceforward(n, i, ng)Returns -n * sign(?(i, ng)).
floorfloor(x)Returns the greatest integer which is less than or equal to x.
fmodfmod(x, y)Returns the floating point remainder of x/y.
fracfrac(x)Returns the fractional part of x.
frexpfrexp(x, exp)Returns the mantissa and exponent of x.
fwidthfwidth(x)Returns abs(ddx(x)) + abs(ddy(x))
GetRenderTargetSampleCountGetRenderTargetSampleCount()Returns the number of render-target samples.
GetRenderTargetSamplePositionGetRenderTargetSamplePosition(x)Returns a sample position (x,y) for a given sample index.
isfiniteisfinite(x)Returns true if x is finite, false otherwise.
isinfisinf(x)Returns true if x is +INF or -INF, false otherwise.
isnanisnan(x)Returns true if x is NAN or QNAN, false otherwise.
ldexpldexp(x, exp)Returns x * 2exp
lengthlength(v)Returns the length of the vector v.
lerplerp(x, y, s)Returns x + s(y - x).
litlit(n ? l, n ? h, m)Returns a lighting vector (ambient, diffuse, specular, 1)
loglog(x)Returns the base-e logarithm of x.
log10log10(x)Returns the base-10 logarithm of x.
log2log2(x)Returns the base-2 logarithm of x.
maxmax(x, y)Selects the greater of x and y.
minmin(x, y)Selects the lesser of x and y.
modfmodf(x, out ip)Splits the value x into fractional and integer parts.
mulmul(x, y)Performs matrix multiplication using x and y.
noisenoise(x)Generates a random value using the Perlin-noise algorithm.
normalizenormalize(x)Returns a normalized vector.
powpow(x, y)Returns xy.
radiansradians(x)Converts x from degrees to radians.
reflectreflect(i, n)Returns a reflection vector.
refractrefract(i, n, R)Returns the refraction vector.
roundround(x)Rounds x to the nearest integer
rsqrtrsqrt(x)Returns 1 / sqrt(x)
saturatesaturate(x)Clamps x to the range [0, 1]
signsign(x)Computes the sign of x.
sinsin(x)Returns the sine of x
sincossincos(x, out s, out c)Returns the sine and cosine of x.
sinhsinh(x)Returns the hyperbolic sine of x
smoothstepsmoothstep(min, max, x)Returns a smooth Hermite interpolation between 0 and 1.
sqrtsqrt(x)Square root (per component)
stepstep(a, x)Returns (x >= a) ? 1 : 0
tantan(x)Returns the tangent of x
tanhtanh(x)Returns the hyperbolic tangent of x
tex1Dtex1D(s, t)1D texture lookup.
tex1Dbiastex1Dbias(s, t)1D texture lookup with bias.
tex1Dgradtex1Dgrad(s, t, ddx, ddy)1D texture lookup with a gradient.
tex1Dlodtex1Dlod(s, t)1D texture lookup with LOD.
tex1Dprojtex1Dproj(s, t)1D texture lookup with projective divide.
tex2Dtex2D(s, t)2D texture lookup.
tex2Dbiastex2Dbias(s, t)2D texture lookup with bias.
tex2Dgradtex2Dgrad(s, t, ddx, ddy)2D texture lookup with a gradient.
tex2Dlodtex2Dlod(s, t)2D texture lookup with LOD.
tex2Dprojtex2Dproj(s, t)2D texture lookup with projective divide.
tex3Dtex3D(s, t)3D texture lookup.
tex3Dbiastex3Dbias(s, t)3D texture lookup with bias.
tex3Dgradtex3Dgrad(s, t, ddx, ddy)3D texture lookup with a gradient.
tex3Dlodtex3Dlod(s, t)3D texture lookup with LOD.
tex3Dprojtex3Dproj(s, t)3D texture lookup with projective divide.
texCUBEtexCUBE(s, t)Cube texture lookup.
texCUBEbiastexCUBEbias(s, t)Cube texture lookup with bias.
texCUBEgradtexCUBEgrad(s, t, ddx, ddy)Cube texture lookup with a gradient.
texCUBElodtex3Dlod(s, t)Cube texture lookup with LOD.
texCUBEprojtexCUBEproj(s, t)Cube texture lookup with projective divide.
transposetranspose(m)Returns the transpose of the matrix m.
trunctrunc(x)Truncates floating-point value(s) to integer value(s)



表 3-1 HLSL內置函數

函數名?????????? ?用法

abs???????????????????????? 計算輸入值的絕對值。

acos??????????????????????? 返回輸入值反余弦值。

all?????????????????????????? 測試非0值。

any???????????????????????? 測試輸入值中的任何非零值。

asin???????????????????????? 返回輸入值的反正弦值。

atan??????????????????????? 返回輸入值的反正切值。

atan2?????????????????????? 返回y/x的反正切值。

ceil???????????????????????? 返回大于或等于輸入值的最小整數。

clamp????????????????????? 把輸入值限制在[min, max]范圍內。

clip???????????????????????? 如果輸入向量中的任何元素小于0,則丟棄當前像素。

cos???????????????????????? 返回輸入值的余弦。

cosh?????????????????????? 返回輸入值的雙曲余弦。

cross????????????????????? 返回兩個3D向量的叉積。

ddx???????????????????????? 返回關于屏幕坐標x軸的偏導數。

ddy???????????????????????? 返回關于屏幕坐標y軸的偏導數。

degrees?????????????????? 弧度到角度的轉換

determinant????????????? 返回輸入矩陣的值。

distance?????????????????? 返回兩個輸入點間的距離。

dot????????????????????????? 返回兩個向量的點積。

exp???????????????????????? 返回以e為底數,輸入值為指數的指數函數值。

exp2?????????????????????? 返回以2為底數,輸入值為指數的指數函數值。

faceforward???????????? 檢測多邊形是否位于正面。

floor?????????????????????? 返回小于等于x的最大整數。

fmod?????????????????????? 返回a / b的浮點余數。

frac??????????????????????? 返回輸入值的小數部分。

frexp?????????????????????? 返回輸入值的尾數和指數

fwidth???????????????????? 返回 abs ( ddx (x) + abs ( ddy(x))。

isfinite???????????????????? 如果輸入值為有限值則返回true,否則返回false。

isinf??????????????????????? 如何輸入值為無限的則返回true。

isnan?????????????????????? 如果輸入值為NAN或QNAN則返回true。

ldexp?????????????????????? frexp的逆運算,返回 x * 2 ^ exp。

len / lenth??????????????? 返回輸入向量的長度。

lerp???????????????????????? 對輸入值進行插值計算。

lit??????????????????????????? 返回光照向量(環境光,漫反射光,鏡面高光,1)。

log????????????????????????? 返回以e為底的對數。

log10????????????????????? 返回以10為底的對數。

log2??????????????????????? 返回以2為底的對數。

max??????????????????????? 返回兩個輸入值中較大的一個。

min???????????????????????? 返回兩個輸入值中較小的一個。

modf?????????????????????? 把輸入值分解為整數和小數部分。

mul???????????????????????? 返回輸入矩陣相乘的積。

normalize???????????????? 返回規范化的向量,定義為 x / length(x)。

pow??????????????????????? 返回輸入值的指定次冪。

radians??????????????????? 角度到弧度的轉換。

reflect???????????????????? 返回入射光線i對表面法線n的反射光線。

refract???????????????????? 返回在入射光線i,表面法線n,折射率為eta下的折射光線v。

round????????????????????? 返回最接近于輸入值的整數。

rsqrt?????????????????????? 返回輸入值平方根的倒數。

saturate?????????????????? 把輸入值限制到[0, 1]之間。

sign??????????????????????? 計算輸入值的符號。

sin????????????????????????? 計算輸入值的正弦值。

sincos???????????????????? 返回輸入值的正弦和余弦值。

sinh??????????????????????? 返回x的雙曲正弦。

smoothstep????????????? 返回一個在輸入值之間平穩變化的插值。

sqrt???????????????????????? 返回輸入值的平方根。

step??????????????????????? 返回(x >= a)? 1 : 0。

tan????????????????????????? 返回輸入值的正切值。

fanh??????????????????????? 返回輸入值的雙曲線切線。

transpose???????????????? 返回輸入矩陣的轉置。

tex1D*??????????????????? 1D紋理查詢。

tex2D*??????????????????? 2D紋理查詢。

tex3D*??????????????????? 3D紋理查詢。

texCUBE*??????????????? 立方紋理查詢。

Intrinsic Functions (DirectX HLSL)

The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.

Name Description Minimum shader model
abs Absolute value (per component). 11
acos Returns the arccosine of each component of x. 11
all Test if all components of x are nonzero. 11
AllMemoryBarrier Blocks execution of all threads in a group until all memory accesses have been completed. 5
AllMemoryBarrierWithGroupSync Blocks execution of all threads in a group until all memory accesses have been completed and all threads in the group have reached this call. 5
any Test if any component of x is nonzero. 11
asdouble Reinterprets a cast value into a double. 5
asfloat Convert the input type to a float. 4
asin Returns the arcsine of each component of x. 11
asint Convert the input type to an integer. 4
asuint Reinterprets the bit pattern of a 64-bit type to a uint. 5
asuint Convert the input type to an unsigned integer. 4
atan Returns the arctangent of x. 11
atan2 Returns the arctangent of of two values (x,y). 11
ceil Returns the smallest integer which is greater than or equal to x. 11
clamp Clamps x to the range [min, max]. 11
clip Discards the current pixel, if any component of x is less than zero. 11
cos Returns the cosine of x. 11
cosh Returns the hyperbolic cosine of x. 11
countbits Counts the number of bits (per component) in the input integer. 5
cross Returns the cross product of two 3D vectors. 11
D3DCOLORtoUBYTE4 Swizzles and scales components of the 4D vector xto compensate for the lack of UBYTE4 support in some hardware. 11
ddx Returns the partial derivative of x with respect to the screen-space x-coordinate. 21
ddx_coarse Computes a low precision partial derivative with respect to the screen-space x-coordinate. 5
ddx_fine Computes a high precision partial derivative with respect to the screen-space x-coordinate. 5
ddy Returns the partial derivative of x with respect to the screen-space y-coordinate. 21
ddy_coarse Computes a low precision partial derivative with respect to the screen-space y-coordinate. 5
ddy_fine Computes a high precision partial derivative with respect to the screen-space y-coordinate. 5
degrees Converts x from radians to degrees. 11
determinant Returns the determinant of the square matrix m. 11
DeviceMemoryBarrier Blocks execution of all threads in a group until all device memory accesses have been completed. 5
DeviceMemoryBarrierWithGroupSync Blocks execution of all threads in a group until all device memory accesses have been completed and all threads in the group have reached this call. 5
distance Returns the distance between two points. 11
dot Returns the dot product of two vectors. 1
dst Calculates a distance vector. 5
EvaluateAttributeAtCentroid Evaluates at the pixel centroid. 5
EvaluateAttributeAtSample Evaluates at the indexed sample location. 5
EvaluateAttributeSnapped Evaluates at the pixel centroid with an offset. 5
exp Returns the base-e exponent. 11
exp2 Base 2 exponent (per component). 11
f16tof32 Converts the float16 stored in the low-half of the uint to a float. 5
f32tof16 Converts an input into a float16 type. 5
faceforward Returns -n * sign(dot(i, ng)). 11
firstbithigh Gets the location of the first set bit starting from the highest order bit and working downward, per component. 5
firstbitlow Returns the location of the first set bit starting from the lowest order bit and working upward, per component. 5
floor Returns the greatest integer which is less than or equal to x. 11
fmod Returns the floating point remainder of x/y. 11
frac Returns the fractional part of x. 11
frexp Returns the mantissa and exponent of x. 21
fwidth Returns abs(ddx(x)) + abs(ddy(x)) 21
GetRenderTargetSampleCount Returns the number of render-target samples. 4
GetRenderTargetSamplePosition Returns a sample position (x,y) for a given sample index. 4
GroupMemoryBarrier Blocks execution of all threads in a group until all group shared accesses have been completed. 5
GroupMemoryBarrierWithGroupSync Blocks execution of all threads in a group until all group shared accesses have been completed and all threads in the group have reached this call. 5
InterlockedAdd Performs a guaranteed atomic add of value to the dest resource variable. 5
InterlockedAnd Performs a guaranteed atomic and. 5
InterlockedCompareExchange Atomically compares the input to the comparison value and exchanges the result. 5
InterlockedCompareStore Atomically compares the input to the comparison value. 5
InterlockedExchange Assigns value to dest and returns the original value. 5
InterlockedMax Performs a guaranteed atomic max. 5
InterlockedMin Performs a guaranteed atomic min. 5
InterlockedOr Performs a guaranteed atomic or. 5
InterlockedXor Performs a guaranteed atomic xor. 5
isfinite Returns true if x is finite, false otherwise. 11
isinf Returns true if x is +INF or -INF, false otherwise. 11
isnan Returns true if x is NAN or QNAN, false otherwise. 11
ldexp Returns x * 2exp 11
length Returns the length of the vector v. 11
lerp Returns x + s(y - x). 11
lit Returns a lighting vector (ambient, diffuse, specular, 1) 11
log Returns the base-e logarithm of x. 11
log10 Returns the base-10 logarithm of x. 11
log2 Returns the base-2 logarithm of x. 11
mad Performs an arithmetic multiply/add operation on three values. 5
max Selects the greater of x and y. 11
min Selects the lesser of x and y. 11
modf Splits the value x into fractional and integer parts. 11
mul Performs matrix multiplication using x and y. 1
noise Generates a random value using the Perlin-noise algorithm. 11
normalize Returns a normalized vector. 11
pow Returns xy. 11
Process2DQuadTessFactorsAvg Generates the corrected tessellation factors for a quad patch. 5
Process2DQuadTessFactorsMax Generates the corrected tessellation factors for a quad patch. 5
Process2DQuadTessFactorsMin Generates the corrected tessellation factors for a quad patch. 5
ProcessIsolineTessFactors Generates the rounded tessellation factors for an isoline. 5
ProcessQuadTessFactorsAvg Generates the corrected tessellation factors for a quad patch. 5
ProcessQuadTessFactorsMax Generates the corrected tessellation factors for a quad patch. 5
ProcessQuadTessFactorsMin Generates the corrected tessellation factors for a quad patch. 5
ProcessTriTessFactorsAvg Generates the corrected tessellation factors for a tri patch. 5
ProcessTriTessFactorsMax Generates the corrected tessellation factors for a tri patch. 5
ProcessTriTessFactorsMin Generates the corrected tessellation factors for a tri patch. 5
radians Converts x from degrees to radians. 1
rcp Calculates a fast, approximate, per-component reciprocal. 5
reflect Returns a reflection vector. 1
refract Returns the refraction vector. 11
reversebits Reverses the order of the bits, per component. 5
round Rounds x to the nearest integer 11
rsqrt Returns 1 / sqrt(x) 11
saturate Clamps x to the range [0, 1] 1
sign Computes the sign of x. 11
sin Returns the sine of x 11
sincos Returns the sine and cosine of x. 11
sinh Returns the hyperbolic sine of x 11
smoothstep Returns a smooth Hermite interpolation between 0 and 1. 11
sqrt Square root (per component) 11
step Returns (x >= a) ? 1 : 0 11
tan Returns the tangent of x 11
tanh Returns the hyperbolic tangent of x 11
tex1D(s, t) 1D texture lookup. 1
tex1D(s, t, ddx, ddy) 1D texture lookup. 21
tex1Dbias 1D texture lookup with bias. 21
tex1Dgrad 1D texture lookup with a gradient. 21
tex1Dlod 1D texture lookup with LOD. 31
tex1Dproj 1D texture lookup with projective divide. 21
tex2D(s, t) 2D texture lookup. 11
tex2D(s, t, ddx, ddy) 2D texture lookup. 21
tex2Dbias 2D texture lookup with bias. 21
tex2Dgrad 2D texture lookup with a gradient. 21
tex2Dlod 2D texture lookup with LOD. 3
tex2Dproj 2D texture lookup with projective divide. 21
tex3D(s, t) 3D texture lookup. 11
tex3D(s, t, ddx, ddy) 3D texture lookup. 21
tex3Dbias 3D texture lookup with bias. 21
tex3Dgrad 3D texture lookup with a gradient. 21
tex3Dlod 3D texture lookup with LOD. 31
tex3Dproj 3D texture lookup with projective divide. 21
texCUBE(s, t) Cube texture lookup. 11
texCUBE(s, t, ddx, ddy) Cube texture lookup. 21
texCUBEbias Cube texture lookup with bias. 21

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