《Unity引擎中的Shader类和ShaderLab语言》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Unity+Shader+ShaderLab+立钻哥哥++OK+)

   日期:2020-10-12     浏览:95    评论:0    
核心提示:《Unity引擎中的Shader类和ShaderLab语言》 版本 作者 参与者 完成日期 备注 YanlzVR_UnityShaderLab_V01_1.0 严立钻 2020.10.09 ...

Unity引擎中的Shader类和ShaderLab语言

版本

作者

参与者

完成日期

备注

YanlzVR_UnityShaderLab_V01_1.0

严立钻

 

2020.10.09

 

 

 

 

 

 

 

##《Unity引擎中的Shader类和ShaderLab语言》发布说明:

++++Unity引擎中的Shader类和ShaderLab语言”:是对“Unity”的基础探索;【VR云游戏】:Unity+SteamVR+云技术+5G+AI:其中Unity主要开发语言就是C#,所以在进入Unity开发前先对C#进行一轮基础夯实,熟悉C#之后,那就可以进行Unity开发了,最后结合SteamVRVRTK等插件进行VR开发了;这里介绍的“Shader是指Unity中的ShaderLab语言”,一个被封装了的声明式着色器语言

++++Unity引擎中的Shader类和ShaderLab语言”:定位在一个科普类知识,“从入门到放弃”是一个系列,是最基础的,也是最有参考价值的

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

 

&&&&“从入门到放弃”系列:

++++【Unity从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++【C#从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/105757329

++++【Linux从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/104176967

++++【C++从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/103849127

++++【Python从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/101393069

++++【Qt从入门到放弃】:https://blog.csdn.net/VRunSoftYanlz/article/details/100904511

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

##《Unity引擎中的Shader类和ShaderLab语言》目录

#第一篇:Shader类篇

#第二篇:ShaderLab语言篇

#第三篇:ShaderLab应用篇

#第四篇:立钻哥哥带您ShaderLab的拓展

 

 

 

 

 

#第一篇:Shader类篇

#第一篇:Shader类篇

#第一篇:Shader类篇

++++立钻哥哥:好久没有对“Shader”相关进行探索了,今天就快速回顾一下并做相应的拓展

++++【Shader编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_7570174.html

++++【快速入门】:https://blog.csdn.net/VRunSoftYanlz/article/details/80372071

++++【基础夯实】:https://blog.csdn.net/VRunSoftYanlz/article/details/80372628

++++以上是对“ShaderShaderLab”探索的两篇:“快速入门”和“基础夯实”

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

++++所以,我们在2020年又开始了一点点的探索,之后还会继续!

 

 

 

 

 

 

 

 

 

#第二篇:ShaderLab语言篇

#第二篇:ShaderLab语言篇

#第二篇:ShaderLab语言篇

++++B2.1、Unity引擎中的Shader类

++++B2.2、Unity引擎中的ShaderLab

++++B2.3、立钻哥哥对ShaderLab的拓展

 

 

 

++B2.1、Unity引擎中的Shader类

++B2.1、Unity引擎中的Shader类

++B2.1、Unity引擎中的Shader类

++++立钻哥哥:Unity引擎中有一个Shader类,用于记录声明信息,渲染管线根据声明信息进行渲染,写一个ShaderLab的编译器,用于读取文件并生成对应的Shader对象

struct Shader{

    const HLSLFile* hlslFile;

    std::string name;

    std::vector<RootParameter> rootParameters;

    std::map<std::string, ShaderProperty> properties;

    std::vector<ShaderPass> passes;

};

 

struct ShaderPass{

    std::string vertexName;

    std::string fragmentName;

    size_t queue;

    RenderState renderState;

    std::map<std::string, std::string> tags;

};

 

 

 

 

 

++B2.2、Unity引擎中的ShaderLab

++B2.2、Unity引擎中的ShaderLab

++B2.2、Unity引擎中的ShaderLab

++++立钻哥哥:ShaderLabUnity的声明式着色器语言,用于实现“数据驱动”渲染

++++这里的“数据驱动”是指将multi-passpass内的tagsrender state setup等信息写在ShaderLab中,渲染管线读取这些信息动态地执行渲染逻辑

++++渲染管线(如URPHDRP)决定了一个渲染能力,而ShaderLab则能以数据驱动的方式让我们在渲染管线内自由发挥,而不再是将Shader的配置硬写在引擎代码中,提高灵活性

++++ShaderLab本质就是在底层着色语言(主要是HLSL)的基础上,提供各种的声明信息,这些信息用于驱动渲染管线

++++[HLSL]:UnityHLSL代码分布在各个pass内,并支持“#include”,因此整个Shader的功能可以由多文件决定

++++立钻哥哥:可以通过以下链接了解学习“Shader和ShaderLab”的基础知识

++【快速入门】:https://blog.csdn.net/VRunSoftYanlz/article/details/80372071

++【基础夯实】:https://blog.csdn.net/VRunSoftYanlz/article/details/80372628

 

 

 

 

 

 

 

 

#第三篇:ShaderLab应用篇

#第三篇:ShaderLab应用篇

#第三篇:ShaderLab应用篇

++++立钻哥哥:可以在“Shader编程”分类中查阅更多Shader编程相关技术

++++【Shader编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_7570174.html

 

 

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

--_--VRunSoft:lovezuanzuan--_--

 
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