Unity Shader 內置函數
阿新 • • 發佈:2017-09-26
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Intrinsic Functions (DirectX HLSL)
The following table lists the intrinsic functions available in HLSL. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type.
Name | Syntax | Description |
---|---|---|
abs | abs(x) | Absolute value (per component). |
acos | acos(x) | Returns the arccosine of each component of x. |
all | all(x) | Test if all components of x are nonzero. |
any | any(x) | Test if any component of x is nonzero. |
asfloat | asfloat(x) | Convert the input type to a float. |
asin | asin(x) | Returns the arcsine of each component of x. |
asint | asint(x) | Convert the input type to an integer. |
asuint | asuint(x) | Convert the input type to an unsigned integer. |
atan | atan(x) | Returns the arctangent of x. |
atan2 | atan2(y, x) | Returns the arctangent of of two values (x,y). |
ceil | ceil(x) | Returns the smallest integer which is greater than or equal to x. |
clamp | clamp(x, min, max) | Clamps x to the range [min, max]. |
clip | clip(x) | Discards the current pixel, if any component of x is less than zero. |
cos | cos(x) | Returns the cosine of x. |
cosh | cosh(x) | Returns the hyperbolic cosine of x. |
cross | cross(x, y) | Returns the cross product of two 3D vectors. |
D3DCOLORtoUBYTE4 | D3DCOLORtoUBYTE4(x) | Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware. |
ddx | ddx(x) | Returns the partial derivative of x with respect to the screen-space x-coordinate. |
ddy | ddy(x) | Returns the partial derivative of x with respect to the screen-space y-coordinate. |
degrees | degrees(x) | Converts x from radians to degrees. |
determinant | determinant(m) | Returns the determinant of the square matrix m. |
distance | distance(x, y) | Returns the distance between two points. |
dot | dot(x, y) | Returns the dot product of two vectors. |
exp | exp(x) | Returns the base-e exponent. |
exp2 | exp2(x) | Base 2 exponent (per component). |
faceforward | faceforward(n, i, ng) | Returns -n * sign(?(i, ng)). |
floor | floor(x) | Returns the greatest integer which is less than or equal to x. |
fmod | fmod(x, y) | Returns the floating point remainder of x/y. |
frac | frac(x) | Returns the fractional part of x. |
frexp | frexp(x, exp) | Returns the mantissa and exponent of x. |
fwidth | fwidth(x) | Returns abs(ddx(x)) + abs(ddy(x)) |
GetRenderTargetSampleCount | GetRenderTargetSampleCount() | Returns the number of render-target samples. |
GetRenderTargetSamplePosition | GetRenderTargetSamplePosition(x) | Returns a sample position (x,y) for a given sample index. |
isfinite | isfinite(x) | Returns true if x is finite, false otherwise. |
isinf | isinf(x) | Returns true if x is +INF or -INF, false otherwise. |
isnan | isnan(x) | Returns true if x is NAN or QNAN, false otherwise. |
ldexp | ldexp(x, exp) | Returns x * 2exp |
length | length(v) | Returns the length of the vector v. |
lerp | lerp(x, y, s) | Returns x + s(y - x). |
lit | lit(n ? l, n ? h, m) | Returns a lighting vector (ambient, diffuse, specular, 1) |
log | log(x) | Returns the base-e logarithm of x. |
log10 | log10(x) | Returns the base-10 logarithm of x. |
log2 | log2(x) | Returns the base-2 logarithm of x. |
max | max(x, y) | Selects the greater of x and y. |
min | min(x, y) | Selects the lesser of x and y. |
modf | modf(x, out ip) | Splits the value x into fractional and integer parts. |
mul | mul(x, y) | Performs matrix multiplication using x and y. |
noise | noise(x) | Generates a random value using the Perlin-noise algorithm. |
normalize | normalize(x) | Returns a normalized vector. |
pow | pow(x, y) | Returns xy. |
radians | radians(x) | Converts x from degrees to radians. |
reflect | reflect(i, n) | Returns a reflection vector. |
refract | refract(i, n, R) | Returns the refraction vector. |
round | round(x) | Rounds x to the nearest integer |
rsqrt | rsqrt(x) | Returns 1 / sqrt(x) |
saturate | saturate(x) | Clamps x to the range [0, 1] |
sign | sign(x) | Computes the sign of x. |
sin | sin(x) | Returns the sine of x |
sincos | sincos(x, out s, out c) | Returns the sine and cosine of x. |
sinh | sinh(x) | Returns the hyperbolic sine of x |
smoothstep | smoothstep(min, max, x) | Returns a smooth Hermite interpolation between 0 and 1. |
sqrt | sqrt(x) | Square root (per component) |
step | step(a, x) | Returns (x >= a) ? 1 : 0 |
tan | tan(x) | Returns the tangent of x |
tanh | tanh(x) | Returns the hyperbolic tangent of x |
tex1D | tex1D(s, t) | 1D texture lookup. |
tex1Dbias | tex1Dbias(s, t) | 1D texture lookup with bias. |
tex1Dgrad | tex1Dgrad(s, t, ddx, ddy) | 1D texture lookup with a gradient. |
tex1Dlod | tex1Dlod(s, t) | 1D texture lookup with LOD. |
tex1Dproj | tex1Dproj(s, t) | 1D texture lookup with projective divide. |
tex2D | tex2D(s, t) | 2D texture lookup. |
tex2Dbias | tex2Dbias(s, t) | 2D texture lookup with bias. |
tex2Dgrad | tex2Dgrad(s, t, ddx, ddy) | 2D texture lookup with a gradient. |
tex2Dlod | tex2Dlod(s, t) | 2D texture lookup with LOD. |
tex2Dproj | tex2Dproj(s, t) | 2D texture lookup with projective divide. |
tex3D | tex3D(s, t) | 3D texture lookup. |
tex3Dbias | tex3Dbias(s, t) | 3D texture lookup with bias. |
tex3Dgrad | tex3Dgrad(s, t, ddx, ddy) | 3D texture lookup with a gradient. |
tex3Dlod | tex3Dlod(s, t) | 3D texture lookup with LOD. |
tex3Dproj | tex3Dproj(s, t) | 3D texture lookup with projective divide. |
texCUBE | texCUBE(s, t) | Cube texture lookup. |
texCUBEbias | texCUBEbias(s, t) | Cube texture lookup with bias. |
texCUBEgrad | texCUBEgrad(s, t, ddx, ddy) | Cube texture lookup with a gradient. |
texCUBElod | tex3Dlod(s, t) | Cube texture lookup with LOD. |
texCUBEproj | texCUBEproj(s, t) | Cube texture lookup with projective divide. |
transpose | transpose(m) | Returns the transpose of the matrix m. |
trunc | trunc(x) | Truncates floating-point value(s) to integer value(s) |
Unity Shader 內置函數