영어에서 The shader 을 사용하는 예와 한국어로 번역
{-}
-
Colloquial
-
Ecclesiastic
-
Ecclesiastic
-
Programming
-
Computer
Employed the Shaders.
The shader looks like this.
Only one line of the shader code has to change.
The shader will need this later.
You can now apply the shader to the model.
사람들은 또한 번역합니다
The shader system allows anyone to perform miracles of visualization in real-time.
State” refers to resources being interpreted by the shader program.
Repeat Repeats the shader's image horizontally and vertically.
In Chess. dll, there are several portions of the shader code starting at 12B9358.
At the time of this writing(4.13), the Backlit property only exists as a part of an early version of the shader.
Clamp Replicates the edge color if the shader draws outside of its original bounds.
Modifying the shaders to make them look like real cave walls required a lot of creativity!
On the other hand, this can be more complex to get started with, and changes you make typically require you to re-compile the shader.
As the shaders and rendering code are changing, we also need to adjust quite a lot of game assets.
Keeping the 3D creations data stored as an image enabled us to basically pass the data directly to the shaders rendering the creations.
As the shader was set to alpha masked those blades only were visible when the alpha reached 1.
The shader is very simple and short, and aside from applying the color and lightmap, calculates a cheap, fake specular/gloss effect.
If you don't put that as the first line the shader language defaults to WebGL 1.0's GLSL ES 1.00 which has many differences and far less features.
Due to the shader code that is generated being different depending on the texture type, a separate expression is required for each specific texture-type.
When you enable the Outline parameter of a material, the shader will automatically be switched from Spine/shader_name to its new Spine/Outline/shader_name shader variant, and back when you disable it.
First, look at the vertex shader.
This method is supposed to create the actual Stage3D shader code.
Toon shading is probably the simplest non-photorealistic shader we can write.
Note that the modeling, viewing and projection transformation are applied in the vertex shader.
To use the UE4 Hair shader, set the Shading Model property of your Material to Hair.
Europa Universalis III has a 3D engine that requires the system to meet the Pixel Shader 2.0 specification.
Calculated results may be viewed in real time in the Maya viewport through the GLSL displacement shader.