資源簡介
Unity在Gamma空間下實現(xiàn)線性渲染 本shader精簡了一部分項目中不需要的功能。可以避免因為試用線性渲染導致UI的透明度疊加差異

代碼片段和文件信息
//?Unity?built-in?shader?source.?Copyright?(c)?2016?Unity?Technologies.?MIT?license?(see?license.txt)
using?System;
using?UnityEngine;
namespace?UnityEditor
{
????internal?class?StandardFakeLinear1?:?ShaderGUI
????{
????????private?enum?WorkflowMode
????????{
????????????Specular
????????????metallic
????????????Dielectric
????????}
????????public?enum?BlendMode
????????{
????????????Opaque
????????????Cutout
????????????Fade???//?Old?school?alpha-blending?mode?fresnel?does?not?affect?amount?of?transparency
????????????Transparent?//?Physically?plausible?transparency?mode?implemented?as?alpha?pre-multiply
????????}
????????public?enum?SmoothnessMapChannel
????????{
????????????SpecularmetallicAlpha
????????????AlbedoAlpha
????????}
????????private?static?class?styles
????????{
????????????public?static?GUIContent?uvSetLabel?=?new?GUIContent(“UV?Set“);
????????????public?static?GUIContent?albedoText?=?new?GUIContent(“Albedo“?“Albedo?(RGB)?and?Transparency?(A)“);
????????????public?static?GUIContent?alphaCutoffText?=?new?GUIContent(“Alpha?Cutoff“?“Threshold?for?alpha?cutoff“);
????????????public?static?GUIContent?specularMapText?=?new?GUIContent(“Specular“?“Specular?(RGB)?and?Smoothness?(A)“);
????????????public?static?GUIContent?metallicMapText?=?new?GUIContent(“metallic“?“metallic?(R)?and?Smoothness?(A)“);
????????????public?static?GUIContent?smoothnessText?=?new?GUIContent(“Smoothness“?“Smoothness?value“);
????????????public?static?GUIContent?smoothnessScaleText?=?new?GUIContent(“Smoothness“?“Smoothness?scale?factor“);
????????????public?static?GUIContent?smoothnessMapChannelText?=?new?GUIContent(“Source“?“Smoothness?texture?and?channel“);
????????????public?static?GUIContent?highlightsText?=?new?GUIContent(“Specular?Highlights“?“Specular?Highlights“);
????????????public?static?GUIContent?reflectionsText?=?new?GUIContent(“Reflections“?“Glossy?Reflections“);
????????????public?static?GUIContent?normalMapText?=?new?GUIContent(“Normal?Map“?“Normal?Map“);
????????????//public?static?GUIContent?heightMapText?=?new?GUIContent(“Height?Map“?“Height?Map?(G)“);
????????????public?static?GUIContent?occlusionText?=?new?GUIContent(“Occlusion“?“Occlusion?(G)“);
????????????public?static?GUIContent?emissionText?=?new?GUIContent(“Color“?“Emission?(RGB)“);
????????????//?public?static?GUIContent?detailMaskText?=?new?GUIContent(“Detail?Mask“?“Mask?for?Secondary?Maps?(A)“);
????????????//?public?static?GUIContent?detailAlbedoText?=?new?GUIContent(“Detail?Albedo?x2“?“Albedo?(RGB)?multiplied?by?2“);
????????????//?public?static?GUIContent?detailNormalMapText?=?new?GUIContent(“Normal?Map“?“Normal?Map“);
????????????public?static?string?primaryMapsText?=?“Main?Maps“;
????????????//?public?static?string?secondaryMapsText?=?“Secondary?Maps“;
????????????public?static?string?forwardText?=?“Forward?Rendering?Options“;
????????????public?static?string?renderingMode?=?“Rendering?Mode“;
????????????public?static?string?advancedText?=?“Advance
?屬性????????????大小?????日期????時間???名稱
-----------?---------??----------?-----??----
?????文件?????????68??2018-04-30?12:03??readme.txt
?????文件??????18802??2018-04-24?10:48??StandardFakeLinear1.cs
?????文件??????51945??2018-04-30?12:01??TenlonPla
-----------?---------??----------?-----??----
????????????????70815????????????????????3
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