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Indie 之路

Per-pixel shader即Fragment shader,顾名思义是要对每个渲染到屏幕上的像素做处理的shader,如果per-pixel shader比较复杂且需要处理的像素很多时,也就是使用该shader的面占屏幕面积很大时,对性能的影响甚至要超过alpha blending。 Environment specular maps(Shader Virtual Gloss Per Vertex Additive). Specular map通常都是利用贴图的alpha通道来定义物体表面的光滑程度 反光度 ,这个shader的特点是per-vertex计算反光度的,有着相当不错的效果的同时比per-pixel的shader性能要高得多。 飞机坠毁的浓烟效果(Shader Scroll 2 Layers Sine Alpha-blended). 带动态效果的天空盒(Shader Scroll 2 Layers Multiplicative). Mar 30, 2012 Category: Unity. Mar 08, 2012 Category: Works.

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Indie 之路 | ravenw.com Reviews
<META>
DESCRIPTION
Per-pixel shader即Fragment shader,顾名思义是要对每个渲染到屏幕上的像素做处理的shader,如果per-pixel shader比较复杂且需要处理的像素很多时,也就是使用该shader的面占屏幕面积很大时,对性能的影响甚至要超过alpha blending。 Environment specular maps(Shader Virtual Gloss Per Vertex Additive). Specular map通常都是利用贴图的alpha通道来定义物体表面的光滑程度 反光度 ,这个shader的特点是per-vertex计算反光度的,有着相当不错的效果的同时比per-pixel的shader性能要高得多。 飞机坠毁的浓烟效果(Shader Scroll 2 Layers Sine Alpha-blended). 带动态效果的天空盒(Shader Scroll 2 Layers Multiplicative). Mar 30, 2012 Category: Unity. Mar 08, 2012 Category: Works.
<META>
KEYWORDS
1 indie 之路
2 shadowgun分享的关卡、shader和优化经验
3 前两天, madfinger
4 就是当今ios与android上画质最牛逼闪闪的游戏之一 shadowgun
5 原文在 这里
6 以下是我的一些摘录和笔记
7 首先是一些优化常识
8 alpha blending
9 复杂的per pixel shader
10 因此复杂的per pixel shader只适用于小物体
CONTENT
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indie 之路,shadowgun分享的关卡、shader和优化经验,前两天, madfinger,就是当今ios与android上画质最牛逼闪闪的游戏之一 shadowgun,原文在 这里,以下是我的一些摘录和笔记,首先是一些优化常识,alpha blending,复杂的per pixel shader,因此复杂的per pixel shader只适用于小物体,下面是对几个shader的逐一讲解,这个shader很适用于关卡环境等占很大区域的模型,最终产生的效果堪比次时代大作中的角色光影效果,brdf
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Indie 之路 | ravenw.com Reviews

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Per-pixel shader即Fragment shader,顾名思义是要对每个渲染到屏幕上的像素做处理的shader,如果per-pixel shader比较复杂且需要处理的像素很多时,也就是使用该shader的面占屏幕面积很大时,对性能的影响甚至要超过alpha blending。 Environment specular maps(Shader Virtual Gloss Per Vertex Additive). Specular map通常都是利用贴图的alpha通道来定义物体表面的光滑程度 反光度 ,这个shader的特点是per-vertex计算反光度的,有着相当不错的效果的同时比per-pixel的shader性能要高得多。 飞机坠毁的浓烟效果(Shader Scroll 2 Layers Sine Alpha-blended). 带动态效果的天空盒(Shader Scroll 2 Layers Multiplicative). Mar 30, 2012 Category: Unity. Mar 08, 2012 Category: Works.

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Category: Unity - Indie 之路

http://ravenw.com/blog/categories/unity

30 Mar 2012 ShadowGun分享的关卡、Shader和优化经验. 14 Oct 2011 Unity性能优化之Draw Call. And powered by Jekyll.

2

Tag: unity - Indie 之路

http://ravenw.com/blog/tags/unity

30 Mar 2012 ShadowGun分享的关卡、Shader和优化经验. 08 Mar 2012 游戏上架 Star Sweeper. 08 Nov 2011 Mono在Full AOT模式下的限制. 14 Oct 2011 Unity性能优化之Draw Call. And powered by Jekyll.

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Tag: fog-plane - Indie 之路

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30 Mar 2012 ShadowGun分享的关卡、Shader和优化经验. And powered by Jekyll.

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Tag: fog - Indie 之路

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30 Mar 2012 ShadowGun分享的关卡、Shader和优化经验. And powered by Jekyll.

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Tag: shadowgun - Indie 之路

http://ravenw.com/blog/tags/shadowgun

30 Mar 2012 ShadowGun分享的关卡、Shader和优化经验. And powered by Jekyll.

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Per-pixel shader即Fragment shader,顾名思义是要对每个渲染到屏幕上的像素做处理的shader,如果per-pixel shader比较复杂且需要处理的像素很多时,也就是使用该shader的面占屏幕面积很大时,对性能的影响甚至要超过alpha blending。 Environment specular maps(Shader Virtual Gloss Per Vertex Additive). Specular map通常都是利用贴图的alpha通道来定义物体表面的光滑程度 反光度 ,这个shader的特点是per-vertex计算反光度的,有着相当不错的效果的同时比per-pixel的shader性能要高得多。 飞机坠毁的浓烟效果(Shader Scroll 2 Layers Sine Alpha-blended). 带动态效果的天空盒(Shader Scroll 2 Layers Multiplicative). Mar 30, 2012 Category: Unity. Mar 08, 2012 Category: Works.

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