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C# Shader类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Shader的典型用法代码示例。如果您正苦于以下问题:C# Shader类的具体用法?C# Shader怎么用?C# Shader使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Shader类属于命名空间,在下文中一共展示了Shader类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Awake

 private void Awake()
 {
     shaderino = Shader.Find("Custom/Autofade");
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = new Material(shaderino);
 }
开发者ID:PiotrMi,项目名称:GlobaleMarmelade,代码行数:7,代码来源:Autofade.cs


示例2: Start

 void Start()
 {
     _velCam = GameObject.FindGameObjectWithTag("VelocityCamera").GetComponent<VelocityCamera>();
     _defaultShader = renderer.material.shader;
     if(_velCam != null)
         _velCam.AddToRenderList(this);
 }
开发者ID:Deams51,项目名称:JerkEngine,代码行数:7,代码来源:VelocityObject.cs


示例3: Mesh

        /// <summary>
        /// Create a new mesh for the given client using shader as the default shader
        /// </summary>
        /// <param name="client"></param>
        /// <param name="shader"></param>
        public Mesh(Client client, Shader shader)
        {
            Client = client;
            Shader = shader;

            Id = CSycles.scene_add_mesh(Client.Id, Client.Scene.Id, Client.Scene.GetShaderSceneId(shader));
        }
开发者ID:jesterKing,项目名称:CCSycles,代码行数:12,代码来源:Mesh.cs


示例4: CheckShaderAndCreateMaterial

    // Unity StandardAssets.ImageEffect
    protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
    {
        if (!s)
        {
            Debug.Log("Missing shader in " + ToString());
            enabled = false;
            return null;
        }

        if (s.isSupported && m2Create && m2Create.shader == s)
            return m2Create;
        /*
        if (!s.isSupported)
        {
            NotSupported();
            Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
            return null;
        }
        */
        m2Create = new Material(s);
        // createdMaterials.Add(m2Create);
        m2Create.hideFlags = HideFlags.DontSave;

        return m2Create;
    }
开发者ID:Polytrash,项目名称:Unity_script,代码行数:26,代码来源:Dithering.cs


示例5: ParticleSimulator

        public ParticleSimulator()
        {
            rand = new Random();
            randomTextures = new Texture2D[3];
            int randSize = 64;
            float[] randData = new float[randSize * randSize];
            for (int i = 0; i < randomTextures.Length; i++)
            {
                randomTextures[i] = new Texture2D(GFX.Device, randSize, randSize, 1, TextureUsage.None, SurfaceFormat.Single);
                for (int j = 0; j < randData.Length; j++)
                {
                    randData[j] = (float)(rand.NextDouble() * 2.0 - 1.0);
                }
                randomTextures[i].SetData<float>(randData);
            }

            updatePhysicsShader = new Shader();
            updatePhysicsShader.VSTarget = 2;
            updatePhysicsShader.PSTarget = 3;
            updatePhysicsShader.CompileFromFiles("Shaders/Simulation/ParticlePhysicsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");

            updateColorShader = new Shader();
            updateColorShader.VSTarget = 2;
            updateColorShader.PSTarget = 3;
            updateColorShader.CompileFromFiles("Shaders/Simulation/ParticleColorsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");

            updateSizeShader = new Shader();
            updateSizeShader.VSTarget = 2;
            updateSizeShader.PSTarget = 3;
            updateSizeShader.CompileFromFiles("Shaders/Simulation/ParticleSizeP.hlsl", "Shaders/Simulation/ParticlesV.hlsl");
        }
开发者ID:MattVitelli,项目名称:IslandAdventure,代码行数:31,代码来源:ParticleSimulator.cs


示例6: onFlightStart

    protected override void onFlightStart()
    {
        ping = gameObject.AddComponent<AudioSource>();
        WWW www = new WWW("file://" + KSPUtil.ApplicationRootPath.Replace("\\", "/") + "Parts/mumech_MuonDetector/ping.wav");
        if ((ping != null) && (www != null))
        {
            ping.clip = www.GetAudioClip(false);
            ping.volume = 0;
            ping.Stop();
        }

        disk = transform.Find("model/disk");
        if (disk != null)
        {
            MIN_PING_DIST = 150000;
            MIN_PING_TIME = 0.2;
            MAX_PING_TIME = 15;

            led = transform.Find("model/led");
            originalLensShader = led.renderer.material.shader;
            pingLight = led.gameObject.AddComponent<Light>();
            pingLight.type = LightType.Point;
            pingLight.renderMode = LightRenderMode.ForcePixel;
            pingLight.shadows = LightShadows.None;
            pingLight.range = 1;
            pingLight.enabled = false;
        }

        RenderingManager.AddToPostDrawQueue(3, new Callback(drawGUI));
    }
开发者ID:Majiir,项目名称:MuMechLib,代码行数:30,代码来源:MuonDetector.cs


示例7: UpdateColors

    public void UpdateColors(Color[] colors)
    {
        Color newLowColor = colors[0];
        Color newMediumColor = colors[1];
        Color newHighColor = colors[2];

        if (m_Materials == null || m_Materials.Length == 0 ||
            m_Materials[0].GetColor("_TintColor") != newLowColor ||
            m_Materials[1].GetColor("_TintColor") != newMediumColor ||
            m_Materials[2].GetColor("_TintColor") != newHighColor)
        {

            m_Shader = Shader.Find("Heatmaps/Particles/AlphaBlend");
            m_Materials = new Material[3];
            m_Materials[0] = new Material(m_Shader);
            m_Materials[0].SetColor("_TintColor", newLowColor);

            m_Materials[1] = new Material(m_Shader);
            m_Materials[1].SetColor("_TintColor", newMediumColor);

            m_Materials[2] = new Material(m_Shader);
            m_Materials[2].SetColor("_TintColor", newHighColor);

            m_RenderState = k_UpdateMaterials;
        }
    }
开发者ID:Cyberbanan,项目名称:Unity3d.UI.Windows,代码行数:26,代码来源:HeatmapMeshRenderer.cs


示例8: Model

 public Model(int triangles, VertexArray mesh)
     : base()
 {
     this.mesh = mesh;
     this.triangles = triangles;
     this.shader = ShaderLibrary.Get("basic");
 }
开发者ID:johanhenriksson,项目名称:univ,代码行数:7,代码来源:Model.cs


示例9: Initialize

	public static void Initialize(){
        OutlineEnemy = Resources.Load<Material>("Materials/OutlineEnemy");
        OutlineEnemyLock = Resources.Load<Material>("Materials/OutlineEnemyLock");
        OutlineAlly = Resources.Load<Material>("Materials/OutlineAlly");
		OutlineTarget = Resources.Load<Material>("Materials/OutlineTarget");
		OutlineShader = OutlineTarget.shader;
	}
开发者ID:dcsmitty,项目名称:UCRPG,代码行数:7,代码来源:Materials.cs


示例10: Start

    public override void Start()
    {
        base.Start();       // Make sure to call this first

        mShader = Shader.Find("Transparent/Diffuse");

        mLargeItemSlotTransform = new Vector3(1.782f, .1f, -0.151f);
        mLargeItemSlotScale = new Vector3(0.4f, 1f, 0.6f);
        mSmallItemSlotTransform = new Vector3(-3.35f, .1f, 2.20f);
        mSmallItemSlotScale = new Vector3(0.20f, 1f, 0.35f);

        if (Inventory.Instance == null)
        {
            BuildOk = false;
           //Debug.LogError("Inventory is null from UIInventoryDisplay()");
        }
        else
        {
            BuildOk = SetupPlanes();
        }

        if (BuildOk == false )
        {
            Debug.LogError("UIInventoryDisplay not set up properly.");
        }
    }
开发者ID:RollForReflex,项目名称:YouDunnit--Prototype,代码行数:26,代码来源:UIInventoryDisplay.cs


示例11: Start

 // Use this for initialization
 void Start()
 {
     trans = gameObject.GetComponent<Transform> ();
     shad = gameObject.GetComponent<Shader> ();
     rend = gameObject.GetComponent<Renderer> ();
     source = gameObject.GetComponent<AudioSource> ();
 }
开发者ID:whileLooper,项目名称:AudioGroup,代码行数:8,代码来源:EventControl.cs


示例12: setupMatrices

        protected override void setupMatrices(ref ViewInfo curView, ref Shader shader, ref Mesh curMesh)
        {
            base.setupMatrices(ref curView, ref shader, ref curMesh);

            shader.insertUniform(Shader.Uniform.rotation_matrix2, ref orientation2);
            shader.insertUniform(Shader.Uniform.model_matrix2, ref modelMatrix2);
        }
开发者ID:Richy19,项目名称:ultraSandbox,代码行数:7,代码来源:Pos2Model.cs


示例13: OnLoad

        protected override void OnLoad(EventArgs e)
        {
            ColladaXML daeReader = new ColladaXML("collada_schema_1_4.xsd");
            Console.WriteLine("Parsing File...");
            daeReader.Parse(Paths.ModelPath + "face.dae");
            mesh = daeReader.Mesh.Elements[2];
            mesh.CreateGPUBuffers();
            GL.ClearColor(Color4.Wheat);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.CullFace(CullFaceMode.Back);
            shader = new Shader("hello-gl.v.glsl", "hello-gl.f.glsl");

            GL.GenBuffers(1, out buf);
            GL.BindBuffer(BufferTarget.ArrayBuffer, buf);
            GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(mesh.VertexBuffer.Length * sizeof(float)), mesh.VertexBuffer, BufferUsageHint.StaticDraw);
            GL.GenBuffers(2, out buf2);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, buf2);
            GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(mesh.IndexBuffer.Length * sizeof(ushort)), mesh.IndexBuffer, BufferUsageHint.StaticDraw);

            CreateShaders();
            mouseX = X + (Width / 2);
            mouseY = Y + (Height / 2);

            CursorVisible = false;

            OpenTK.Input.Mouse.SetPosition((double)mouseX, (double)mouseY);
            lastState = OpenTK.Input.Mouse.GetState();

            CursorVisible = false;
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            base.OnLoad (e);
        }
开发者ID:slicedpan,项目名称:tkglengine,代码行数:35,代码来源:TestWindow.cs


示例14: TerrainGenerator

        public TerrainGenerator()
        {
            histogramShader = new Shader();
            histogramShader.CompileFromFiles("Shaders/Procedural/Histogram2D.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            interpolateShader = new Shader();
            interpolateShader.CompileFromFiles("Shaders/Procedural/Interpolate2D.hlsl", "Shaders/Procedural/GenericTransformV.hlsl");

            peakShader = new Shader();
            peakShader.CompileFromFiles("Shaders/Procedural/PeakP.hlsl", "Shaders/Procedural/GenericTransformV.hlsl");

            gradientShader = new Shader();
            gradientShader.CompileFromFiles("Shaders/Procedural/Gradient2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            terraceShader = new Shader();
            terraceShader.CompileFromFiles("Shaders/Procedural/TerraceP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            basicShader = new Shader();
            basicShader.CompileFromFiles("Shaders/PostProcess/GenericP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            varianceShader = new Shader();
            varianceShader.CompileFromFiles("Shaders/Procedural/Variance2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl");

            whiteTexture = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color);
            Color[] whiteData = new Color[1] { Color.White };
            whiteTexture.SetData<Color>(whiteData);
        }
开发者ID:MattVitelli,项目名称:Nosferatu,代码行数:27,代码来源:TerrainGenerator.cs


示例15: Create

 //TODO: NEED REFINE SHOW & HIDE,  FADEOUT-IN
 public static Plane Create(string name, Shader shader, Texture texture)
 {
     GameObject planeObject = new GameObject(name);
     Plane retPlane = planeObject.AddComponent<Plane>();
     retPlane.Init(shader, texture);
     return retPlane;
 }
开发者ID:vdoom,项目名称:Shoter,代码行数:8,代码来源:Plane.cs


示例16: Start

    // Use this for initialization
    void Start()
    {
        transShader = Shader.Find ("Transparent/Cutout/Diffuse");
        trans = new Color (0, 0, 0, 0);

        trees = FindObjectsOfType<Tree> ();
    }
开发者ID:shinobushiva,项目名称:Unity-CalendarUI,代码行数:8,代码来源:TreeColorChanger.cs


示例17: Init

    public void Init(Shader shader, Texture texture)
    {
        if (shader == null)
        {
            shader = Shader.Find("submarine/Planes/Normal");
        }
        if (shader == null)
        {
            shader = Shader.Find("Unlit/Texture");
        }

        base.Init(shader);
        Renderer rdr = gameObject.GetComponent<MeshRenderer>();

        if (rdr.sharedMaterial != null)
        {
            if (texture != null)
            {
                rdr.sharedMaterial.mainTexture = texture;
                ReinitMesh();
            }
            //todo: need default texture
            //else
            //{
            //}
        }
    }
开发者ID:vdoom,项目名称:Shoter,代码行数:27,代码来源:Plane.cs


示例18: CreateShaderFromFile

        protected override void CreateShaderFromFile(string name, string vertShader, string fragShader)
        {
            Shader shader = new Shader();
            shader.Name = name;

            //Initialize the OpenGL Program
            shader.ProgramId = GL.CreateProgram();

            int vertShaderId, fragShaderId;
            LoadShader(vertShader, ShaderType.VertexShader, shader.ProgramId, out vertShaderId);
            LoadShader(fragShader, ShaderType.FragmentShader, shader.ProgramId, out fragShaderId);

            //Deincriment the reference count on the shaders so that they 
            //don't exist until the context is destroyed.
            GL.DeleteShader(vertShaderId);
            GL.DeleteShader(fragShaderId);

            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.Position, "vertexPos");
            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.Color, "inColor");
            GL.BindAttribLocation(shader.ProgramId, (int)ShaderAttributeIds.TexCoord, "vertexUV");

            //Link shaders 
            GL.LinkProgram(shader.ProgramId);

            shader.UniformMVP = GL.GetUniformLocation(shader.ProgramId, "modelview");
            shader.UniformColor = GL.GetUniformLocation(shader.ProgramId, "inColor");

            if (GL.GetError() != ErrorCode.NoError)
                Console.WriteLine(GL.GetProgramInfoLog(shader.ProgramId));

            _shaders.Add(name, shader);
        }
开发者ID:CryZe,项目名称:WindEditor,代码行数:32,代码来源:J3DRenderer.cs


示例19: EquipFXUILogicManager

    public EquipFXUILogicManager()
    {
        AssetCacheMgr.GetUIResource("FlowLightShaderWithTwirl.shader", (obj) => { m_shaderFlowLight = (Shader)obj; });
        AssetCacheMgr.GetUIResource("PlayerShader.shader", (obj) => { m_playerShader = (Shader)obj; });

        foreach (var item in EquipSpecialEffectData.dataMap)
        {
            if (item.Value.group == 1)
            {
                ++JewelFXNum;
            }
            else if (item.Value.group == 2)
            {
                ++EquipFXNum;
            }
            else if (item.Value.group == 3)
            {
                ++StrenthFXNum;
            }
        }

        Mogo.Util.EventDispatcher.AddEventListener<int, int>("EquipFXUIActiveBtnUp", OnActiveBtnUp);
        Mogo.Util.EventDispatcher.AddEventListener<byte,byte>("ActiveSepciaclEffectsResp", OnActiveFXResp);

    }
开发者ID:lbddk,项目名称:ahzs-client,代码行数:25,代码来源:EquipFXUILogicManager.cs


示例20: AddShaderToProgram

 public bool AddShaderToProgram(Shader addMe)
 {
     if (!addMe.IsLoaded())//sejker nie je nacitany
         return false;
     GL.AttachShader(ProgramHandle, addMe.GetShaderHandle());
     return true;
 }
开发者ID:xmatakt,项目名称:bakalarka,代码行数:7,代码来源:ShaderProgram.cs



注:本文中的Shader类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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