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vineri, 14 iulie 2023

Graphics programming - Unity 3D shaders - 004.

In the previous tutorial number 002, I presented how a shader can be implemented using an HLSL type file that provides two output variables: _in1 and _in2. Theoretically, they should be renamed with _out because they are output. Today I will show you how to use the color variable as an input in the custom node. Here is the source code with a compound math function on a vector with size 4 for Color added in Shader Graph.
Let's see the source code :
#pragma shader_feature_local OutCode001

float DataInput_float( in float4  _in11, in float x , out float4 _out11)
{
    //_in11 = _input11Float;
    _in11 = _in11;
    _out11 = sin(_in11) * ( x * 1000 );
    return  _out11;
}
This is how to link the _in11, x and _out11 to Inputs and Outputs lists. You can see the function is used like DataInput and not DataInput_float in the GUI.

Graphics programming - Unity 3D shaders - 003.

This is a new default example like the one from the previous tutorial, it is a little more complex, but you can see the differences.
I commented the default source code generated by Unity 3D and added a default source code for coloring with RGB color range.
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

//Shader "Custom/CG_RGB"
//{
//    Properties
//    {
//        _Color ("Color", Color) = (1,1,1,1)
//        _MainTex ("Albedo (RGB)", 2D) = "white" {}
//        _Glossiness ("Smoothness", Range(0,1)) = 0.5
//        _Metallic ("Metallic", Range(0,1)) = 0.0
//    }
//    SubShader
//    {
//        Tags { "RenderType"="Opaque" }
//        LOD 200

//        CGPROGRAM
//        // Physically based Standard lighting model, and enable shadows on all light types
//        #pragma surface surf Standard fullforwardshadows

//        // Use shader model 3.0 target, to get nicer looking lighting
//        #pragma target 3.0

//        sampler2D _MainTex;

//        struct Input
//        {
//            float2 uv_MainTex;
//        };

//        half _Glossiness;
//        half _Metallic;
//        fixed4 _Color;

//        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
//        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
//        // #pragma instancing_options assumeuniformscaling
//        UNITY_INSTANCING_BUFFER_START(Props)
//            // put more per-instance properties here
//        UNITY_INSTANCING_BUFFER_END(Props)

//        void surf (Input IN, inout SurfaceOutputStandard o)
//        {
//            // Albedo comes from a texture tinted by color
//            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//            o.Albedo = c.rgb;
//            // Metallic and smoothness come from slider variables
//            o.Metallic = _Metallic;
//            o.Smoothness = _Glossiness;
//            o.Alpha = c.a;
//        }
//        ENDCG
//    }
//    FallBack "Diffuse"
//}
Shader "Cg shader for RGB cube" { 
   SubShader { 
      Pass { 
         CGPROGRAM 
 
         #pragma vertex vert // vert function is the vertex shader 
         #pragma fragment frag // frag function is the fragment shader
 
         void vert(float4 vertexPos : POSITION,
            out float4 pos : SV_POSITION,
            out float4 col : TEXCOORD0)  
         {
            pos =  UnityObjectToClipPos(vertexPos);
            col = vertexPos + float4(0.5, 0.5, 0.5, 0.0);
            return;
         }
 
         float4 frag(float4 pos : SV_POSITION, 
            float4 col : TEXCOORD0) : COLOR 
         {
            return col; 
         }
 
         ENDCG 
      }
   }
}
Here is the result attached to the same material from the previous tutorial, but with this default shader.

joi, 13 iulie 2023

ThreeJS : dissolve shader example.

This example with ThreeJS and shaders is created by Made with 🐪 by Faraz Shaikh, see more on the GitHub user.

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Unity 3D : Prefabs in Unity 3D.

You can read documenatation on this official website.
In short, a prefab is a way to package data so that it can be more easily and drag-and-drop into the folder called Prefabs.
Since there is more than one prefab in the construction and dynamics of the game, two creation modes are defined: one original and another that allows us to make changes to the original.
Use the drag and drop operation twice with an object created in the Hierarchy area and you will get a dialog that will allow you to differentiate.
After choosing how you want to use it, the prefab can be used with drag and drop and assigned to the game environment in the Hierarchy panel.
If you want to change it, you will have to right-click and you will see a Prefab menu with submenus for allowed operations.
These are basically what you need to know about prefab.

miercuri, 12 iulie 2023

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