首页 > 编程知识 正文

unityshader是什么,unity getcomponent

时间:2023-05-04 09:52:06 阅读:38598 作者:2137

Unity和Unity ShaderLab中的SmoothStep多么不同。 因此,记录Unity Lerp和shaderlerppublicfloatlerp (浮动、浮动b、浮动值) if ) value=1value=0) return a * (b * value ) } else if (值0 ) {return a; }else {return b; } unityinverselerppublicfloatinverselerp (浮动、浮动b、浮动值) if(a!=b ) returnmathf.clamp01 () value-a )/(B- a ); else return 0.0f; } unitysmoothstepfloatsmoothstep (浮动、浮动b、浮动值) if ) value=1value=0(value=value * value ) )3- ) 3 } else if (值0 ) {return a; }else{return b; } shadersmoothstepfloatsmoothstep (floata,float b,float x ) x=clamp ) (x-a )/(B- a ),0,1 ); returnx*x*(3-2*x ); } unitysmoothdamppublicstaticfloatsmoothdamp (浮动当前、浮动目标、ref浮动当前速度评估、浮动移动时间、 [defaultvalue(mathf.infinity ) ] float maxSpeed,[defaultvalue ) time.delta time ] float delta time (浮动时间浮动浮动编号) 浮动编号2=编号* delta time; float num3=1f/(1fnum 20.48 f * num2* num 20.235 f * num2* num2* num2) num2); 浮动编号4=当前目标; 浮动编号5=target; float num6=最大速度* smooth time; num4=mathf.clamp(num4,-num6,num6); target=current - num4; float num7=(currentvelocityxsdkn ) * deltaTime; current velocity=(current velocity-num * num7) * num3; floatnum8=target(num4num7) * num3; if(num5-current0f==num8num5) { num8=num5; currentvelocity=(num8-num5)/deltaTime; }返回编号8; }

版权声明:该文观点仅代表作者本人。处理文章:请发送邮件至 三1五14八八95#扣扣.com 举报,一经查实,本站将立刻删除。