5.3 中人人都爱 G'raha Tia
Intro The long waited patch 5.3 is finally in her. It’s been so long. I’m just glad that it is delivered without enormous problems. We met Yoshi-P in the Rising event again: Thank you for bring us the XIV! ...
Intro The long waited patch 5.3 is finally in her. It’s been so long. I’m just glad that it is delivered without enormous problems. We met Yoshi-P in the Rising event again: Thank you for bring us the XIV! ...
Vertex Color, Alpha and Shadow Surface shader is actually a vertex and fragment shader too, so theoretically the vertex data is accessible in surface shader too by using SEMANTICS or common state vert struct v2f { half4 color : COLOR; }; As for the Alpha Texture, we can decide the color based on the UV mapping in vertex function fixed4 frag (v2f i) : COLOR0 { ... fixed alpha = tex2D (_AlphaTex, i....
Intro Everything is next level. MSQ WoD heads back to the First and is informed that a new crystal vessel storing soul is invented to help Scions go back to the Source. After WoD cleaned Warriors of Light’s name by telling the truth behind the Floor, Elidibus possessed Ardbert’s body to encourage everyone to become a Warrior of Light. He also created an illusion of the meteor shower to invoke many people’s Echo....
RP is a series of operations that take the contents of a Scene and displays them on a screen. At a high level, these operations are Culling, Rendering, and Post-Processing. It’s difficult to switch from one to another RP because the shader outputs varies and might not have the same feature. We can custom shaders in different piplelines, but the ultimate effect may be different. Unity has Built-In, Universal, and High Definition and Scriptable RP....
Shader "UI/GuideMask" { Properties { [PreRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWritemask("Stencil Write Mask", Float ) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _Center("Center", vector) = (0, 0, 0, 0) _Slider("Slider", Range(0, 1500)) = 1500 } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadmask] Writemask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unit_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2....