Specular.png 逐定点光照 1.声明三个属性,_Specular控制高光反射材质,_Diffuse漫反射材质,_Gloss控制高光区域大小 Properties { _ Diffuse("Diffuse",Color) = (1,1,1,1) _Specular("Specular",Color) = (1,1,1,1) _Gloss(" Gloss",Range(8.0,256)) = 20 } 2.在SubShader语句块中定义Pass语句块,Tags指明光照模式 SubShader{ Pass{ Lighting.cginc" fixed4 _Diffuse; fixed4 _Specular; float _Gloss viewDir); fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(worldNormal,halfDir)), _Gloss
_MainTex("Main Tex",2D) = "white"{} _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(8.0,256)) = 20 } SubShader{ Pass{ Tags {"LightMode MainTex; float4 _MainTex_ST; fixed4 _Specular; float _Gloss fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss
_RampTex("Ramp Tex",2D) = "white"{} _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(8.0,256)) = 20 } SubShader{ Pass{ Tags{"LightMode" = " sampler2D _RampTex; float4 _RampTex_ST; fixed4 _Specular; float _Gloss fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss
_Color ("Color Tint",Color) = (1,1,1,1) _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(8.0,256)) = 20 } SubShader { Pass { Tags{"LightMode +diffuse+specular,1.0); } ENDCG } } FallBack "Specular" } Gloss _BumpScale("Bump Scale",Float) = 1.0 _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(2.0,256)) = 20 } SubShader { Pass { Tags{"LightMode
SpecularScale("Specular Scale",Float) = 1.0 _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(8.0,256)) = 20 } SubShader{ Pass{ Tags{ "LightMode" = sampler2D _SpecularMask; float _SpecularScale; fixed4 _Specular; float _Gloss specular = _LightColor0.rgb * specularMask * _Specular.rgb * pow(max(0, dot(halfDir, tangentNormal)), _Gloss
_BumpScale("Bump Scale" , Float) = 1.0 _Specular("Specular",Color) = (1,1,1,1) _Gloss ("Gloss",Range(8.0,256)) = 20 } SubShader{ Pass{ Tags { "LightMode BumpMap_ST; float _BumpScale; fixed4 _Specular; float _Gloss tangentNormal, halfDir)); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(temp, _Gloss
} _BumpMap ("Normal Map", 2D) = "bump" {} _Specular ("Specular Color", Color) = (1, 1, 1, 1) _Gloss ("Gloss", Range(8.0, 256)) = 20 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; fixed4 _Specular; float _Gloss viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss ; sampler2D _BumpMap; float4 _BumpMap_ST; float _BumpScale; fixed4 _Specular; float _Gloss
MultiLayer0.py # @Software: PyCharm import d2lzh as d2l from mxnet import nd from mxnet.gluon import loss as gloss X.reshape((-1, num_inputs)) H = relu(nd.dot(X, w1) + b1) return nd.dot(H, w2) + b2 # 定义损失函数 loss = gloss.SoftmaxCrossEntropyLoss Software: PyCharm import d2lzh as d2l from mxnet import gluon, init from mxnet.gluon import loss as gloss 读取数据并训练模型 batch_size = 256 train_iter, test_iter = d2l.load_data_fashion_mnist(batch_size) loss = gloss.SoftmaxCrossEntropyLoss
characters from Disney Pixar, art, lore Property rights, blind box, divine, cinematic rim lighting, delicate gloss characters from Disney Pixar, art, lore Property rights, blind box, divine, cinematic rim lighting, delicate gloss
NDArray 1 @cpu(0)> time interval:0.22 2.线性回归简洁实现 from mxnet import gluon from mxnet.gluon import loss as gloss nn.Sequential() net.add(nn.Dense(1)) # 初始化模型参数 net.initialize(init.Normal(sigma=0.01)) # 定义损失函数 loss = gloss.L2Loss
mxnet实现softmax分类 from mxnet import gluon,nd,autograd,init from mxnet.gluon import nn,trainer,loss as gloss nn.Sequential() net.add(nn.Dense(10)) # 初始化模型 net.initialize(init=init.Normal(sigma=0.01)) # 损失函数 loss = gloss.SoftmaxCrossEntropyLoss
WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz); //Phong光照模型中高光计算公式,_Specular颜色,_Gloss 系统参数光照颜色 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss halfDir来计算高光 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss 高光结果混合遮罩纹理 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss
WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz); //Phong光照模型中高光计算公式,_Specular颜色,_Gloss 系统参数光照颜色 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(reflectDir, viewDir)), _Gloss halfDir来计算高光 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss 高光结果混合遮罩纹理 fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss
jk_dequeue_styles( $enqueue_styles ) { unset( $enqueue_styles['woocommerce-general'] ); // Remove the gloss
datasets from mxnet import gluon,nd,autograd,init from mxnet.gluon import nn,data as gdata,loss as gloss =0.2)) net.add(nn.Dense(n_outputs)) # 初始化模型 net.initialize(init.Normal(sigma=0.01)) # 损失函数 loss = gloss.SoftmaxCrossEntropyLoss
mxnet import init net.initialize(init.Normal(sigma=0.01)) # 定义损失函数 from mxnet.gluon import loss as gloss loss = gloss.L2Loss() # 平方损失又称为L2范数损失 # 定义优化函数 from mxnet import gluon trainer = gluon.Trainer(net.collect_params
randomDim]) yGen = np.ones(batchSize) discriminator.trainable = False gloss Store loss of most recent batch from this epoch dLosses.append(dloss) gLosses.append(gloss
import d2lzh as d2l from mxnet import autograd, gluon, nd from mxnet.gluon import data as gdata, loss as gloss x2_vals, y2_vals, linestyle=':') d2l.plt.legend(legend) d2l.plt.show() num_epochs, loss = 100, gloss.L2Loss
run_line_magic('matplotlib', 'inline') import d2lzh as d2l from mxnet import nd from mxnet.gluon import loss as gloss num_inputs)) H = relu(nd.dot(X, W1) + b1) return nd.dot(H, W2) + b2 # In[8]: #定义损失函数 loss = gloss.SoftmaxCrossEntropyLoss
specular = _LightColor0.rgb * _Specular.rgb; fixed specularControl = pow(max(0, dot(normal, halfDir)), _Gloss