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Unityshader Foundation
2022-04-23 07:47:00 【youth who behaves like an adult】
Common semantics in vertex shader input structures
- POSITION--------- Vertex position in model space , Usually float4 type
- NORMAL--------- Vertex normals , Usually float3 type
- TANGENT-------- Vertex tangent , Usually float4 type
- TEXCOORDn----- The texture coordinates of the vertex ,TEXCOORD0 Represents the first set of coordinate textures , By analogy , Usually float2,float4 type
- COLOR----- Vertex color , Usually fixed4 or float4 type
| Shader Model edition |
TEXCOORDn in N Number of supported |
| Shader Model2 |
8 |
| Shader Model3 |
8 |
| Shader Model4 |
16 |
| Shader Model5 |
16 |
Common semantics in vertex shader output structures
- SV_POSITION------ Vertex coordinates in clipping space , The structure must contain a variable modified with this semantics . Equate to DX9 Medium POSITION.
- COLOR0------ Usually used to output the first set of vertex colors , It's not necessary
- COLOR1------ Usually used to output a second set of vertex colors , It's not necessary
- TEXCOORD0-TEXCOORD7------- Usually used to output texture coordinates , It's not necessary
Semantics commonly used in slice shader output (SV_Target--- The output value will be stored in the render target (render target) in . Equate to DX9 in COLOR semantics .)
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