1. 程式人生 > >Unity Shader入門精要----名詞

Unity Shader入門精要----名詞

1.頂點著色器(Vertex Shader)
2.曲面細分著色器(Tessellation Shader)
3.幾何著色器(Geometry Shader)
4.裁剪(Clipping)
5.螢幕對映(Screen Mapping)
6.三角對映(Triangle Setup)
7.三角遍歷(Triangle Traversal)
8.片元著色器(Fragment Shader)
9.逐片元操作(Per-Fragment Operations)
10.固定函式(Fixed-Function)
11.圖元(primitives)
12.應用階段(Application Stage)
13.幾何階段(Geometry Stage)
14.光柵化階段(Rasterizer Stage)
15.渲染圖元(rendering primitive)
16.硬碟(Hard Disk Drive,HDD)
17.記憶體(Random Access Memory,RAM)
18.視訊記憶體(Video Random Access Memory,VRAM)
19.Draw Call
20.(歸一化的)裝置座標(Normalized Device Coordinates,DNC)
21.OpenGL
22.DirectX
23.螢幕座標系(Screen Coordinates)
24.視窗座標系(Window Coorsinates)
25.片元(fragment)
26.掃描變換(Scan Conversion)
27.畫素著色器(Pixel Shader)
28.輸出合併階段(Output Merger)
29.模板測試(Stencil Test)
30.模板緩衝(Stencil Buffer)
31.參考值(reference value)
32.深度測試(Depth Test)
33.混合(Blend)
34.雙重緩衝(Double Buffering)
35.後置緩衝(Back Buffer)
36.前置緩衝(Front Buffer)
37. HLSL(High Level Shading Language)----DirectX
38.GLSL(OpenGL Shading Language)----OpenGL

39.Cg(C for Graphic)----NVIDIA
40.中間語言(Intermediate Language,IL)
41.命令緩衝區(Command Buffer)
42.批處理(Batching)
43.固定管線(固定函式的流水線)(Fixed-Function Pipeline)
44.函式入口(Function Entry Points)
45.語義(semantics)
46.顯示卡驅動(Graphics Driver)
47.基向量(basis vector)
48.標準正交基(orthonormal basis)
49.正交基(orthogonal basis)
50.左手座標系(left-handed coordinate space)
51.右手座標系(right-handed coordinate space)