Unity技术美术TA:Shader篇
课程介绍:
课程资源名称:Unity技术美术TA:Shader篇,资源大小:54.40G,详见下发截图与文件目录。
课程文件目录:Unity技术美术TA:Shader篇[54.40G]
1-29 [16.72G]
taecg-1 [16.72G]
taecg-1 [16.72G]
dwhelper [1.02G]
4.1顶点与三角面.mp4 [126.95M]
4.2结构与语义.mp4 [130.67M]
4.3结构的初始化与返回.mp4 [36.53M]
4.4坐标系.mp4 [127.27M]
4.5裁剪与投影.mp4 [149.46M]
4.6模型本地空间.mp4 [162.53M]
4.7cginclude.mp4 [160.23M]
4.8空间变换.mp4 [148.17M]
p0 [6.76G]
1 [3.64G]
13 [398.74M]
8.1帧缓冲区.mp4 [138.71M]
8.2颜色缓冲区.mp4 [132.89M]
8.3帧调试器framedebugger.mp4 [127.14M]
14 [1.44G]
9.1需求分析.mp4 [82.08M]
9.2渲染排序.mp4 [206.11M]
9.3混合模式blend.mp4 [229.13M]
9.4面剔除cull.mp4 [174.22M]
9.5shader中的时间_time.mp4 [173.88M]
9.6遮罩的实现.mp4 [138.15M]
9.7uv扭曲效果的实现.mp4 [209.36M]
9.8变体之shader_feature-1.mp4 [265.92M]
15作业 [33.68M]
1.纹理与uv.mp4 [16.02M]
作业_纹理与uv.unitypackage [17.66M]
16 [905.88M]
10.1需求分析.mp4 [100.78M]
10.2屏幕坐标.mp4 [176.58M]
10.3屏幕抓取grabpass.mp4 [87.58M]
10.4扭曲的实现.mp4 [169.43M]
10.5再议屏幕坐标.mp4 [235.66M]
10.6最简屏幕坐标.mp4 [135.84M]
18作业 [5.16M]
1.blend混合.mp4 [5.13M]
作业_混合blend.unitypackage [31.96K]
1.1这套教学适合我吗.mp4 [226.81M]
shaderreference.unitypackage [159.64K]
vela_template.spp [627.04M]
渲染管线与shader编程入门_课程素材.unitypackage [51.98M]
2 [54.52M]
1.学前须知(重要重要重要).mp4 [54.52M]
3 [722.18M]
1.计算机图形学概览.mp4 [243.86M]
2.图形显示系统.mp4 [120.63M]
3.固定到可编程流水线.mp4 [60.21M]
4.图形流水线概览.mp4 [148.74M]
5.shader编程语言.mp4 [148.74M]
4 [570.46M]
1.unity shader初识.mp4 [170.42M]
2.shader编程环境.mp4 [133.46M]
3.shader代码框架.mp4 [99.54M]
4.方法函数.mp4 [60.66M]
5.变量与数据类型.mp4 [89.84M]
6.变量的定义.mp4 [16.54M]
6 [230.91M]
5.1光栅化.mp4 [53.12M]
5.2片断着色器.mp4 [103.62M]
5.3顶点与片断的区别.mp4 [74.18M]
7作业 [40.99M]
1.顶点属性可视化.mp4 [23.39M]
作业_顶点属性可视化.unitypackage [17.59M]
8(不全) [120.77M]
6.1材质属性properties.mp4 [120.77M]
9 [1.42G]
7.10变体之multi_complile.mp4 [244.42M]
7.1需求分析.mp4 [60.40M]
7.2纹理相关概念.mp4 [139.86M]
7.3纹理的采样.mp4 [151.57M]
7.4shader与材质的关系.mp4 [73.44M]
7.5基本运算符.mp4 [64.58M]
7.6片断的舍弃clip-1.mp4 [186.90M]
7.7uv的tiling与offset.mp4 [185.89M]
7.8图形计算器.mp4 [43.26M]
7.9优化溶解效果.mp4 [307.92M]
p1 [8.94G]
17 [1.18G]
11.10ui材质去色功能的实现.mp4 [85.08M]
11.1ui材质需求分析.mp4 [70.44M]
11.2uishader的基础功能.mp4 [115.85M]
11.3perrendererdata.mp4 [105.69M]
11.4ui组件中的调色.mp4 [50.18M]
11.5什么是模版测试.mp4 [116.36M]
11.6shader中实现模版测试stencil.mp4 [160.40M]
11.7二进制.mp4 [151.26M]
11.8通道colormask.mp4 [81.87M]
11.9遮罩rectmask2d的支持.mp4 [270.37M]
18作业 [44.19M]
1.ui刷光.mp4 [5.92M]
2.模版测试stencil.mp4 [20.61M]
作业_ui刷光.unitypackage [62.16K]
作业_模版测试stencil.unitypackage [17.60M]
19 [251.17M]
12.1光学简史.mp4 [166.20M]
12.2图形学中的几何光学.mp4 [84.97M]
20 [345.69M]
13.1点与向量.mp4 [195.73M]
13.2向量的点积.mp4 [101.47M]
13.3向量的叉积.mp4 [48.50M]
21 [637.21M]
14.1渲染路径.mp4 [180.09M]
14.2shader中的渲染路径lightmode.mp4 [100.91M]
14.3unity中的灯光类型.mp4 [79.17M]
14.4前向渲染路径.mp4 [211.60M]
14.5渲染路径的对比与选择.mp4 [65.45M]
22 [1.13G]
15.1光照模型lambert.mp4 [156.41M]
15.2光强与环境色.mp4 [160.90M]
15.3lambert光照的实现.mp4 [74.19M]
15.4不同灯光类型的支持与区分.mp4 [206.82M]
15.5光照的衰减.mp4 [200.95M]
15.6光照模型phong.mp4 [132.23M]
15.7光照模型phong的实现.mp4 [124.41M]
15.8光照模型blinn-phong原理及实现.mp4 [105.07M]
23作业 [60.69M]
1.非重要角色光照.mp4 [52.32M]
作业-非重要角色光照.unitypackage [8.37M]
24 [765.85M]
16.1深度缓冲区.mp4 [92.37M]
16.2深度写入zwrite.mp4 [185.05M]
16.3深度测试ztes.mp4 [127.80M]
16.4xray透视效果.mp4 [169.24M]
16.5pass的复用.mp4 [71.40M]
16.6深度偏移offset.mp4 [119.98M]
25作业 [38.74M]
1.特效合集shader.mp4 [38.74M]
26 [1.05G]
17.1shadowmapping的原.mp4 [135.95M]
17.2阴影的投.mp4 [148.36M]
17.3阴影的接收.mp4 [255.74M]
17.4fallback.mp4 [69.29M]
17.5shaderlod.mp4 [58.70M]
17.6模型网格阴影.mp4 [402.19M]
27 [1.91G]
18.10全局照明gi总结.mp4 [95.72M]
18.1全局照明简介.mp4 [263.07M]
18.2自定义cginc文件.mp4 [221.72M]
18.3gi相关数据的准备.mp4 [175.90M]
18.4烘焙分支的判断.mp4 [188.39M]
18.5gi的直接光实现.mp4 [164.36M]
18.6gi的间接光实现.mp4 [260.17M]
18.7再议attenuation.mp4 [148.79M]
18.8光照探针的支持.mp4 [281.44M]
18.9间接光的产生meta pass.mp4 [158.57M]
28 [873.68M]
19.1雾效的原理.mp4 [117.01M]
19.2unity中的雾效.mp4 [161.00M]
19.3雾效的实现方法一.mp4 [237.45M]
19.4雾效的实现方法二.mp4 [192.24M]
19.5雾效的实现方法三.mp4 [165.99M]
29 [738.64M]
20.1矩阵的加减法.mp4 [121.12M]
20.2矩阵的乘法.mp4 [238.93M]
20.3矩阵的行列式.mp4 [139.39M]
20.4矩阵的逆矩阵.mp4 [138.01M]
20.5矩阵的转置矩阵.mp4 [101.19M]
30-39 [14.71G]
taecg-2 [14.71G]
p2 [14.71G]
30 [1.48G]
21.1图形流水线中的纹理.mp4 [130.99M]
21.2纹理的多级渐远mipmap.mp4 [175.28M]
21.3纹理的过滤.mp4 [75.35M]
21.4纹理的环绕方式.mp4 [121.14M]
21.5立方体纹理cubemap.mp4 [244.91M]
21.6法线贴图(上).mp4 [249.47M]
21.7法线贴图(中).mp4 [218.81M]
21.8法线贴图(下).mp4 [173.62M]
21.9反射环境.mp4 [130.03M]
31 [3.87G]
22.1pbr的基础知识与理论.mp4 [380.36M]
22.2双向反射分布函数brdf.mp4 [400.85M]
22.3gamma与linear.mp4 [288.62M]
22.4standard材质解析(一).mp4 [629.81M]
22.5standard材质解析(二).mp4 [706.11M]
22.6brdf解析(一).mp4 [524.65M]
22.7brdf解析(二).mp4 [287.49M]
22.8brdf解析(三).mp4 [542.38M]
22.9brdf解析(四).mp4 [204.93M]
32 [1.82G]
23.1shader通用优化规则.mp4 [451.07M]
23.2变体优化.mp4 [204.88M]
23.3shader编绎目标级别.mp4 [131.04M]
23.4shader编绎目标渲染器.mp4 [137.14M]
23.5gpu逻辑管线.mp4 [187.59M]
23.6指令优化(上).mp4 [210.78M]
23.7指令优化(下).mp4 [539.32M]
33 [1.56G]
1.我要不要学习c#脚本呢.mp4 [70.23M]
10.数组.mp4 [147.36M]
2.脚本基本框架.mp4 [99.83M]
3.方法.mp4 [100.39M]
4.常量与变量.mp4 [117.80M]
5.脚本的交互.mp4 [186.43M]
6.运算符.mp4 [247.35M]
7.分支判断.mp4 [248.12M]
8.循环.mp4 [180.65M]
9.命名空间.mp4 [195.85M]
34 [1.04G]
1.unity api概览.mp4 [150.16M]
2.unity组件架构.mp4 [32.72M]
3.c#如何访问组件(上).mp4 [174.58M]
4.c#如何访问组件(下).mp4 [99.73M]
5.c#如何访问并修改材质属性.mp4 [209.38M]
6.协程.mp4 [99.65M]
7.协程中的动画过渡.mp4 [184.16M]
8.c#如何控制shader变体开关.mp4 [114.03M]
35 [1.35G]
1.渲染stats分析.mp4 [203.13M]
2.动态合批.mp4 [282.93M]
3.静态合批.mp4 [67.59M]
4.gpu实例化(一).mp4 [161.41M]
5.gpu实例化(二).mp4 [225.23M]
6.gpu实例化(三).mp4 [125.97M]
7.gpu实例化(四).mp4 [160.37M]
8.gpu实例化(五).mp4 [88.11M]
9.gpu实例化(六).mp4 [67.68M]
36 [731.11M]
1.后处理简介.mp4 [117.82M]
2.c#中的静态成员与属性.mp4 [94.37M]
3.后处理脚本.mp4 [107.97M]
4.后处理shader.mp4 [219.39M]
5.黑白阀值后处理效果(上).mp4 [91.13M]
6.黑白阀值后处理效果(下).mp4 [100.42M]
37 [431.25M]
1.shadertoy简介.mp4 [126.76M]
2.unity中的shadertoy(一).mp4 [192.26M]
3.unity中的shadertoy(二).mp4 [112.23M]
38 [1.39G]
1.shadertoy卡通火(一).mp4 [93.35M]
2.shadertoy卡通火(二).mp4 [113.64M]
3.shadertoy卡通火(三).mp4 [162.86M]
4.shadertoy卡通火(四).mp4 [204.41M]
5.shadertoy卡通火(五).mp4 [154.55M]
6.shadertoy卡通火(六).mp4 [116.91M]
7.shadertoy卡通火(七).mp4 [154.06M]
8.shadertoy卡通火(八).mp4 [197.42M]
9.shadertoy卡通火(九).mp4 [228.81M]
39 [1.06G]
1.urp简介.mp4 [120.72M]
10.urp最简shader框架解析(八).mp4 [71.22M]
2.urp的安装与设置.mp4 [97.44M]
3.urp最简shader框架解析(一).mp4 [91.40M]
4.urp最简shader框架解析(二).mp4 [57.98M]
5.urp最简shader框架解析(三).mp4 [65.00M]
6.urp最简shader框架解析(四).mp4 [124.68M]
7.urp最简shader框架解析(五).mp4 [112.12M]
8.urp最简shader框架解析(六).mp4 [266.20M]
9.urp最简shader框架解析(七).mp4 [75.48M]
40-49 [8.85G]
taecg-3 [8.85G]
p3 [8.85G]
40 [1.00G]
1.常量缓冲区cbuffer(上).mp4 [184.58M]
2.常量缓冲区cbuffer(下).mp4 [90.30M]
3.srp batcher(上).mp4 [59.68M]
4.srp batcher(下).mp4 [146.81M]
5.纹理与采样器的分离定义(上).mp4 [112.50M]
6.纹理与采样器的分离定义(中).mp4 [193.49M]
7.纹理与采样器的分离定义(下).mp4 [241.57M]
41 [1.21G]
1.案例简介.mp4 [20.78M]
2.urp下的法线方向.mp4 [212.40M]
3.urp下的视线方向.mp4 [133.12M]
4.urp下的菲涅尔.mp4 [248.41M]
5.urp下的半透明.mp4 [277.96M]
6.urp下的顶点偏移.mp4 [257.57M]
7.buildin下的实现.mp4 [93.65M]
42 [0.99G]
1.场景搭建.mp4 [37.62M]
10.ugui-锚点.mp4 [111.09M]
2.棋盘格场景.mp4 [314.67M]
3.优化棋盘格场景.mp4 [94.37M]
4.ugui-画布canvas.mp4 [67.80M]
5.ugui-图片image.mp4 [51.33M]
6.ugui-文本text.mp4 [61.48M]
7.ugui-按钮button.mp4 [101.77M]
8.ugui-滑动条slider.mp4 [112.15M]
9.ugui-开关toggle.mp4 [61.40M]
43 [703.97M]
1.ugui-非代码层面实现交互.mp4 [45.67M]
2.ugui-button交互.mp4 [41.65M]
3.ugui-toggle交互.mp4 [41.82M]
4.ugui-slider交互.mp4 [30.78M]
5.模型旋转的脚本实现.mp4 [78.08M]
6.c#枚举.mp4 [155.61M]
7.ugui-slider控制模型旋转.mp4 [95.16M]
8.ugui-button生成随机颜色.mp4 [80.11M]
9.ugui-更多参数控制.mp4 [135.09M]
44 [863.43M]
1.平移变换(上).mp4 [113.84M]
2.平移变换(下).mp4 [82.92M]
3.缩放变换(上).mp4 [56.06M]
4.缩放变换(下).mp4 [95.08M]
5.旋转变换(上).mp4 [207.63M]
6.旋转变换(中).mp4 [83.50M]
7.旋转变换(下).mp4 [224.40M]
45 [612.94M]
1.矩阵变换的几何体现(上).mp4 [67.61M]
2.矩阵变换的几何体现(下).mp4 [89.90M]
3.观察空间推导(一).mp4 [175.19M]
4.观察空间推导(二).mp4 [96.16M]
5.观察空间推导(三).mp4 [184.07M]
46 [1.40G]
1.裁剪空间推导(正交相机一).mp4 [308.70M]
2.裁剪空间推导(正交相机二).mp4 [185.60M]
3.裁剪空间推导(正交相机三).mp4 [103.02M]
4.齐次坐标.mp4 [105.23M]
5.裁剪空间推导(透视相机一).mp4 [529.86M]
6.裁剪空间推导(透视相机二).mp4 [128.35M]
7.裁剪空间推导(透视相机三).mp4 [73.81M]
47 [800.08M]
1.urp下添加雾效支持.mp4 [106.36M]
2.精度修饰符real.mp4 [98.47M]
3.reversed-z.mp4 [134.68M]
4.统一不同平台下的z值.mp4 [116.89M]
5.线性雾.mp4 [110.97M]
6.指数雾.mp4 [140.08M]
7.场景雾效调节.mp4 [92.64M]
48 [793.48M]
1.案例简介.mp4 [48.21M]
2.uv流动的起始.mp4 [118.66M]
3.uv起点的通用性.mp4 [55.04M]
4.u方向的走格.mp4 [123.45M]
5.v方向的走格.mp4 [190.09M]
6._time精度问题.mp4 [61.68M]
7.半透明混合.mp4 [108.78M]
8.buildin管线下的支持.mp4 [87.58M]
49 [570.00M]
1.案例简介.mp4 [33.53M]
2.实现思路.mp4 [97.34M]
3.旋转后的基向量.mp4 [108.44M]
4.顶点应用旋转.mp4 [106.65M]
5.verticalbillaboard.mp4 [165.01M]
6.buildin管线下的支持.mp4 [57.22M]
案例_序列图和billboard.unitypackage [1.79M]
50-58 [11.29G]
taecg-4 [11.29G]
p4 [11.29G]
50 [857.16M]
1.在urp中开启深度图.mp4 [135.06M]
2.如何在shader中使用深度.mp4 [113.16M]
3.computescreenpos.mp4 [166.14M]
4.lineareyedepth.mp4 [251.21M]
5.linear01depth.mp4 [88.74M]
6.buildin管线下的深度图.mp4 [102.85M]
51 [237.88M]
1.在urp中开启抓屏.mp4 [52.65M]
2.如何在shader中使用抓屏.mp4 [185.23M]
52 [1.65G]
1.案例简介.mp4 [33.76M]
2.交接处高亮(上).mp4 [50.30M]
3.交接处高亮(下).mp4 [231.51M]
4.外发光.mp4 [212.57M]
5.蜂窝护盾.mp4 [94.43M]
6.流光.mp4 [127.04M]
7.流光扭曲.mp4 [215.34M]
8.整理优化.mp4 [440.64M]
9.buildin管线下的实现.mp4 [286.95M]
案例_能量罩.unitypackage [136.79K]
53 [560.18M]
1.案例简介-1.mp4 [20.81M]
2.实现思路分析.mp4 [99.56M]
3.深度重建观察空间(上).mp4 [67.66M]
4.深度重建观察空间(中).mp4 [64.72M]
5.深度重建观察空间(下).mp4 [165.57M]
6.细节完善.mp4 [101.72M]
7.buildin管线下的实现.mp4 [40.10M]
案例_深度贴花.unitypackage [36.31K]
54 [1.74G]
1.说明概要.mp4 [47.83M]
10.shader中的数组.mp4 [119.12M]
2.ase中的实现(上).mp4 [334.18M]
3.ase中的实现(中).mp4 [270.21M]
4.ase中的实现(下).mp4 [195.11M]
5.表面着色器转换为顶点片断着色器.mp4 [131.19M]
6.片断着色器的梳理.mp4 [100.20M]
7.顶点着色器的的梳理.mp4 [152.89M]
8.变体与运算量.mp4 [98.05M]
9.surf功能的梳理.mp4 [332.13M]
55 [1.68G]
1.自定义面板前的准备.mp4 [133.85M]
2.单个浮点数值.mp4 [121.99M]
3.四维向量与editorguilayout.mp4 [131.48M]
4.颜色与纹理.mp4 [145.93M]
5.材质面板整理.mp4 [205.44M]
6.开关与变体宏.mp4 [168.01M]
7.折叠与动画.mp4 [331.53M]
8.混合模式自定义.mp4 [331.53M]
9.面板中的额外选项.mp4 [148.33M]
buildinguistyle.unitypackage [1.12K]
56 [1.12G]
1.urp中的光照简介.mp4 [61.34M]
2.simplelit框架.mp4 [48.06M]
3.simplelit的顶点着色器.mp4 [237.37M]
4.simplelit的片断着色器.mp4 [161.00M]
5.获取主灯信息.mp4 [143.01M]
6.shadergraph中如何获取主灯.mp4 [47.90M]
7.lambert光照模型.mp4 [133.36M]
8.blinnphong光照模型(上).mp4 [184.93M]
9.blinnphong光照模型(下).mp4 [131.50M]
57 [2.95G]
1.案例简介.mp4 [60.63M]
10.渐变图的生成.mp4 [187.56M]
2.水的深度.mp4 [127.23M]
3.泡沫.mp4 [380.11M]
4.水下的扭曲.mp4 [286.54M]
5.水面的高光.mp4 [346.92M]
6.水面的反射.mp4 [356.17M]
7.水的焦散.mp4 [410.19M]
8.代码整理优化.mp4 [682.64M]
9.c#动态生成图片.mp4 [182.41M]
58 [544.55M]
11.水体表面的颜色过渡.mp4 [209.63M]
12.一张纹理两组渐变色.mp4 [156.36M]
13.最终效果调整.mp4 [178.56M]
59-60 [2.83G]
taecg-5 [2.83G]
59 [1.76G]
1.逐像素光与逐顶点光.mp4 [119.75M]
2.获取额外光的数量.mp4 [160.40M]
3.获取每一个额外光的数据.mp4 [147.74M]
4.额外光的方向.mp4 [138.28M]
5.距离衰减(移动平台).mp4 [497.22M]
6.距离衰减(pc平台).mp4 [111.57M]
7.角度衰减.mp4 [489.58M]
8.逐顶点光照.mp4 [134.02M]
60 [1.08G]
49 [1.08G]
2.半透明透射原理.mp4 [96.88M]
3.半透明透射实现.mp4 [182.55M]
4.边缘透射偏转-1.mp4 [122.72M]
5.透射强调与衰减.mp4 [90.96M]
6.点光的支持.mp4 [152.70M]
7.材质的透射厚度.mp4 [188.01M]
8.高光反射.mp4 [135.65M]
9.urp下后处理的使用.mp4 [93.76M]
案例_高效的半透明透射.unitypackage [37.61M]
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