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  • 来自专栏Unity游戏开发

    Shader-基础光照-高光反射光照模型

    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

    1.2K30发布于 2019-05-28
  • 来自专栏Unity游戏开发

    Shader-基础光照-高光反射光照模型

    _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

    52120发布于 2019-05-31
  • 来自专栏Unity游戏开发

    Shader-基础纹理-渐变纹理

    _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

    1.4K10发布于 2019-05-28
  • 来自专栏U3D技术分享

    《Unity Shader入门精要》笔记:初级篇(3)

    _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

    93320编辑于 2022-09-21
  • 来自专栏Unity游戏开发

    Shader-基础纹理-遮罩纹理

    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

    1.4K10发布于 2019-05-28
  • 来自专栏Unity游戏开发

    Shader-基础纹理-凹凸映射

    _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

    1.1K10发布于 2019-05-28
  • 来自专栏U3D技术分享

    《Unity Shader入门精要》笔记:中级篇(1)

    } _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

    96420编辑于 2022-09-21
  • 来自专栏JavaPark

    多层感知机

    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

    96030编辑于 2022-06-15
  • 来自专栏AIGC-AI飞行家

    AI绘画| 迪士尼风格|可爱头像【附Midjourney提示词】

    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

    1.5K00编辑于 2023-08-03
  • 来自专栏全栈程序员必看

    从零和使用mxnet实现线性回归

    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

    34520编辑于 2022-07-18
  • 来自专栏全栈程序员必看

    从零和使用mxnet实现softmax分类

    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

    43940编辑于 2022-07-18
  • 来自专栏centosDai

    Unity——基于ShaderLab实现光照系统

    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

    10000编辑于 2022-01-04
  • 来自专栏centosDai

    Unity——基于ShaderLab实现光照系统

    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

    8400编辑于 2022-01-04
  • 来自专栏ytkah

    禁用woocommerce默认样式stylesheet

    jk_dequeue_styles( $enqueue_styles ) { unset( $enqueue_styles['woocommerce-general'] ); // Remove the gloss

    2.1K10发布于 2020-02-13
  • 来自专栏全栈程序员必看

    从零和使用mxnet实现dropout

    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

    36120编辑于 2022-07-18
  • 来自专栏JavaPark

    深度学习之线性回归

    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

    73010发布于 2019-09-09
  • 来自专栏DeepHub IMBA

    5分钟入门GANS:原理解释和keras代码实现

    randomDim]) yGen = np.ones(batchSize) discriminator.trainable = False gloss Store loss of most recent batch from this epoch dLosses.append(dloss) gLosses.append(gloss

    64530发布于 2020-08-31
  • 来自专栏JavaPark

    深度学习相关基础知识点

    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

    68820发布于 2019-09-09
  • 来自专栏Java架构师必看

    机器学习(ML)三之多层感知机

    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

    1.1K30编辑于 2022-01-11
  • 来自专栏HkingAuditore

    【Unity Shader】卡通海洋

    specular = _LightColor0.rgb * _Specular.rgb; fixed specularControl = pow(max(0, dot(normal, halfDir)), _Gloss

    91910编辑于 2023-10-26
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