官术网_书友最值得收藏!

Creating a basic Standard Shader

In Unity, when we create a game object, we then attach additional functionality through the use of components. In fact, every game object is required to have a Transform component; there are a number of components included in Unity already, and we create components of our own when we write scripts that extend from MonoBehaviour

All the objects that are part of a game contain a number of components that affect their look and behavior. While scripts determine how objects should behave, renderers decide how they should appear on the screen. Unity comes with several renderers, depending on the type of object that we are trying to visualize; every 3D model typically has a MeshRenderer component attached to it. An object should have only one renderer, but the renderer itself can contain several materials. Each material is a wrapper for a single shader, the final ring in the food chain of 3D graphics. The relationships between these components can be seen in the following diagram:

Understanding the difference between these components is essential for understanding how shaders work.

主站蜘蛛池模板: 邵武市| 丰宁| 宁海县| 绥滨县| 皋兰县| 南汇区| 新田县| 福泉市| 台中市| 高阳县| 高阳县| 凤山市| 唐海县| 襄汾县| 岢岚县| 突泉县| 禄丰县| 绥江县| 平南县| 南京市| 贞丰县| 获嘉县| 老河口市| 巫溪县| 同心县| 大埔区| 东乡县| 曲阜市| 靖州| 兰考县| 宾川县| 虞城县| 南涧| 齐河县| 莎车县| 寻乌县| 略阳县| 德昌县| 前郭尔| 桦川县| 鹤山市|