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<article id="post-Untiyshader基础概念" class="article article-type-post" itemscope itemprop="blogPost">
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<a href="/2018/02/24/Untiyshader基础概念/" class="article-date">
<time datetime="2018-02-24T05:36:51.000Z" itemprop="datePublished">2018-02-24</time>
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<a class="article-title" href="/2018/02/24/Untiyshader基础概念/">Untiyshader基础概念</a>
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<p>1.渲染流水线<br>应用阶段->几何阶段->光栅化阶段</p>
<p>应用阶段输出渲染所需几何信息->渲染图元(点线三角面等)</p>
<p>几何阶段在GPU上进行</p>
<p>光栅化阶段对上一阶段得到的逐顶点数据进行插值</p>
<p>起点为CPU,在应用阶段把数据加载到显存中,设置渲染状态,调用DrawCall</p>
<p>DrawCall即为一个命令,从CPU发起,到GPU接收。此命令仅仅指向一个需要被渲染的图元列表,不包含任何材质信息。</p>
<p>调用DrawCall命令GPU进行渲染,DrawCall过多会影响帧率,原因是会造成CPU过载,而GPU的渲染速度是超过CPU提交命令能力。<br>
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<a href="/2018/02/24/Untiyshader基础概念/#more">查看更多 >></a>
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<a class="article-title" href="/2018/02/24/UnityShader-1-基础结构/">UnityShader(1)-基础结构</a>
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<p>shader基础结构</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br></pre></td><td class="code"><pre><span class="line">Shader "MyShaderName" {</span><br><span class="line"> Properties{</span><br><span class="line"> //属性 Name通常需要下划线开始 display name是显然在材质面板上的名字,properytype是其类型 ,最后需要赋一个默认值</span><br><span class="line"> Name ("display name",PropertyType)=DefaultValue</span><br><span class="line"> }</span><br><span class="line"> SubShader{</span><br><span class="line"> //针对显卡A的SubShader SubShader可有多个,但最少需要一个</span><br><span class="line"> //真正意义上的Shader代码会出现在这里</span><br><span class="line"> //表面着色器(Surface shader) or 顶点/片元着色器(Vertex/Fragment shader) or 固定函数着色器(Fixed Function shader)</span><br><span class="line"></span><br><span class="line"></span><br><span class="line"> //可选</span><br><span class="line"> [Tags] //标签 为键值对</span><br><span class="line"> Tags{"TagName1"="Value1" "TagName2"="Value2"}</span><br><span class="line"> [RenderSetup] //状态</span><br><span class="line"></span><br><span class="line"> Pass{</span><br><span class="line"> //设置渲染状态和标签 Pass数目应尽量少,多会造成渲染性能下降 </span><br><span class="line"> [Name] //设置该Pass名称 可使用ShaderLab的UsePass命令直接使用其他Shader中的Pass ,提高了复用性</span><br><span class="line"> [Tags] //不同于subshader中的标签</span><br><span class="line"> [RenderSetup]</span><br><span class="line"></span><br><span class="line"> CGPROGRAM //开始CG代码片段</span><br><span class="line"></span><br><span class="line"> #pragma vertex vert //编译指令,某函数包含哪类着色器</span><br><span class="line"> #pragma fragment frag</span><br><span class="line"></span><br><span class="line"> //整体CG代码写在这里</span><br><span class="line"></span><br><span class="line"> ENDCG</span><br><span class="line"> //其他设置</span><br><span class="line"> }</span><br><span class="line"> //其他需要的Pass</span><br><span class="line"> }</span><br><span class="line"> SubShader{</span><br><span class="line"> //针对显卡B</span><br><span class="line"> }</span><br><span class="line"></span><br><span class="line"></span><br><span class="line"> Fallback "VertexLit" //用于告诉Unity,上述SubShader在该显卡上都不支持,使用最低级Shader</span><br><span class="line"> //Fallback "Name" or Fallback off(关闭fallback)</span><br><span class="line">}</span><br></pre></td></tr></table></figure>
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<ul class="article-tag-list"><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/UnityShader-图形学/">-- UnityShader -- 图形学</a></li></ul>
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<article id="post-选择,插入,归并,快速排序总结" class="article article-type-post" itemscope itemprop="blogPost">
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<a href="/2018/02/22/选择,插入,归并,快速排序总结/" class="article-date">
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<a class="article-title" href="/2018/02/22/选择,插入,归并,快速排序总结/">选择,插入,归并,快速排序总结</a>
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<p>一,O(n^2)选择排序和插入排序</p>
<p>1选择排序<br>基本思路:标记第一个数,循环找到比这数小的然后对换,直至找到数组中最小的数,最好将最小的数放入标记的位置。</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br></pre></td><td class="code"><pre><span class="line">void selectSort(int arr[],int n)</span><br><span class="line">{</span><br><span class="line"> for(int i=1;i<n;i++)</span><br><span class="line"> {</span><br><span class="line"> int minIndex=i;</span><br><span class="line"> //遍历i+1到n数,找到最小值</span><br><span class="line"> for(int j=i+1;j<n;j++)</span><br><span class="line"> {</span><br><span class="line"> if(arr[j]<arr[minIndex])</span><br><span class="line"> minIndex=j;</span><br><span class="line"> }</span><br><span class="line"> swap(arr[j],arr[minIndex]);</span><br><span class="line"> }</span><br><span class="line">}</span><br></pre></td></tr></table></figure>
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<ul class="article-tag-list"><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/算法-排序/">-- 算法 -- 排序</a></li></ul>
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<article id="post-JavaScript知识点2" class="article article-type-post" itemscope itemprop="blogPost">
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<p>1.JS中执行上下文,范围为一段script标签,或者一个函数范围内。<br>变量提升中,注意函数表达式和函数声明的区别,可以说函数声明会整体提升,但是<br>函数表达式与变量提升相似,如以下代码<br>
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<p>一些常用的正则表达式
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<ul class="article-tag-list"><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/正则/">正则</a></li></ul>
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<article id="post-JavaScript的遍历方式" class="article article-type-post" itemscope itemprop="blogPost">
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<p> 首先我们写一个数组和json对象。<br> var Arr=[‘C++’,’c#’,’java’,’css’,’html’,’javascripts’];<br> var obj={<br> first:’javascripts’,<br> second:’css’,<br> third:’jquery’<br> };<br>
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<li>通过Transform组件移动物体<br> Transform 组件用于描述物体在空间中的状态,它包括 位置(position), 旋转(rotation)和 缩放(scale)。 其实所有的移动都会导致position的改变,这里所说的通过Transform组件来移动物体,指的是直接操作Transform来控制物体的位置(position)。</li>
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<a class="article-title" href="/2018/02/22/unity-控制人物运动总结/">unity注意点</a>
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<h1 id="unity学习小总结"><a href="#unity学习小总结" class="headerlink" title="unity学习小总结"></a>unity学习小总结</h1><p>1.prefab的使用,当完成一个gameObject的使用,通过拖拽到项目栏成为prefab,prefab将可以加快开发效率.<br>prefab之后的物品,也只能通过prefab的预制体进行赋值。</p>
<p>2.5.0版本后,Unity规范了c#的写法,RigidBody均需要先声明后获取.</p>
<p>3.采用tag标记来处理一些碰撞检测,在逻辑上采用tag来判断,这样可以避免一些逻辑bug。<br>
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<p>1.清除浮动</p>
<p><em>此清除浮动可作为初始化的基本样式</em></p>
<figure class="highlight bash"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br></pre></td><td class="code"><pre><span class="line">.clearfloat{</span><br><span class="line"> zoom:1</span><br><span class="line">}</span><br><span class="line">.clerarfloat:after{</span><br><span class="line"> display:block;</span><br><span class="line"> clear:both;</span><br><span class="line"> content:<span class="string">""</span>;</span><br><span class="line"> visibility:hidden;</span><br><span class="line"> height:0;</span><br><span class="line">}</span><br></pre></td></tr></table></figure>
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<ul class="article-tag-list"><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/数组/">数组</a></li><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/浮动/">浮动</a></li><li class="article-tag-list-item"><a class="article-tag-list-link" href="/tags/面试常见/">面试常见</a></li></ul>
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<p>今天下定决心弄弄自己的博客了,折腾过WordPress,不过要域名的情况下还是很蛋疼,作为学生党,最后寻找到github是可以进行blog的搭建的,选择了hexo原因在于自己对Node比较熟悉点。废话不多说,看看怎么完成第一步,本地搭建hexo。</p>
<h2 id="安装Node"><a href="#安装Node" class="headerlink" title="安装Node"></a>安装Node</h2><p>大家可以自行在<a href="https://nodejs.org/en/" target="_blank" rel="noopener">Node</a>的官网上进行下载.<br>当安装完Node之后,自然会安装NPM,即包管理器。<br>之后我们就可以开始安装hexo。<br>这里希望大家安装<em>git</em>,并且学会使用<em>git</em>,对以后的工作都有很大的帮助。<br>
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