本帖最后由 微笑的猫 于 2024-7-11 15:27 编辑
Double Sided Standard Mobile Legacy Shaders 3.5版下载链接
Double sided standard and standard (Specular Setup) type of shaders with accurate lighting and single pass. Same flexibility as Unity Standard and Standard ( Specular Setup) shaders.
DS Shaders also in package:
mobile diffuse,
mobile bumped,
mobile bumped specular,
mobile bumped specular 1 directional light,
legacy decal,
legacy diffuse,
legacy bumped specular,
legacy parallax diffuse,
legacy parallax specular,
legacy cutout diffuse,
legacy cutout bumped specular,
also two face texture shaders that draws two textures, one on each face
two face diffuse
two face bumped
two face specular
two face specular cutoff ( different cutoff patern on each side )
additional & requested:
mobile bumped with tilable both texture and normalmap,
mobile bumped specular with tilable both texture and normalmap,
sprite standard shader which takes flipping into account.
standard with 2 passes to help with transparency issues,
standard with zwrite opaque depth pass to help with transparency issues
双面标准和标准(镜面反射设置)类型的着色器,具有精确的照明和单通道。与 Unity 标准和标准(镜面反射设置)着色器具有相同的灵活性。
DS 着色器也包含在软件包中:
移动漫反射、
移动凹凸、
移动凹凸镜面、
移动凹凸镜面 1 定向光、
传统贴花、
传统漫反射、
传统凹凸镜面、
传统视差漫反射、
传统视差镜面、
传统切口漫反射、
传统切口凹凸镜面、
还有两个面纹理着色器,它们绘制两个纹理,每个面一个
双面漫反射
双面凹凸
双面镜面
双面镜面截止(每侧的截止模式不同)
其他和请求:
移动凹凸,纹理和法线贴图均可平铺,
移动凹凸镜面,纹理和法线贴图均可平铺,
精灵标准着色器,考虑翻转。
标准配置为 2 次传递,以帮助解决透明度问题,
标准配置为 zwrite 不透明深度传递,以帮助解决透明度问题
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