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Unity Shader开发案例精讲
第3章: 表面着色器和纹理映射
第3章: 表面着色器和纹理映射
Section outline
Select activity 课时 6 : 2_1简介
课时 6 : 2_1简介
Page
Completion
Students must
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Select activity 课时 7 : 2_2漫反射着色
课时 7 : 2_2漫反射着色
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Completion
Students must
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Select activity 课时 8 : 2_3使用压缩数组
课时 8 : 2_3使用压缩数组
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Completion
Students must
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Select activity 课时 9 : 2_4给着色器添加纹理
课时 9 : 2_4给着色器添加纹理
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Completion
Students must
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Select activity 课时 10 : 2_5通过UV值滚动纹理
课时 10 : 2_5通过UV值滚动纹理
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Completion
Students must
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Select activity 课时 11 : 2_6法线映射
课时 11 : 2_6法线映射
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Completion
Students must
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Select activity 课时 12 : 2_7创建透明材质
课时 12 : 2_7创建透明材质
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Completion
Students must
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Select activity 课时 13 : 2_8创建全息投影着色器
课时 13 : 2_8创建全息投影着色器
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Completion
Students must
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Select activity 课时 14 : 2_9纹理的压缩和融合
课时 14 : 2_9纹理的压缩和融合
Page
Completion
Students must
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Select activity 课时 15 : 2_10创建贴合地形的圆环
课时 15 : 2_10创建贴合地形的圆环
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Completion
Students must
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