位置: 编程技术 - 正文

每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】(每天看30分钟手机可以吗)

编辑:rootadmin
Intrinsic Functions (DirectX HLSL)

推荐整理分享每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】(每天看30分钟手机可以吗),希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:每天看30分钟书,每天看30分钟电视影响视力吗,每天看30分钟电视影响视力吗,坚持每天看书30分钟,每天看30分钟电视影响视力吗,每天看30分钟电视影响视力吗,每天30分钟看电脑影响视力吗,每天看30分钟书,内容如对您有帮助,希望把文章链接给更多的朋友!

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.

NameSyntaxDescriptionabsabs(x)Absolute value (per component).acosacos(x)Returns the arccosine of each component of x.allall(x)Test if all components of x are nonzero.anyany(x)Test if any component of x is nonzero.asfloatasfloat(x)Convert the input type to a float.asinasin(x)Returns the arcsine of each component of x.asintasint(x)Convert the input type to an integer.asuintasuint(x)Convert the input type to an unsigned integer.atanatan(x)Returns the arctangent of x.atan2atan2(y, x)Returns the arctangent of of two values (x,y).ceilceil(x)Returns the smallest integer which is greater than or equal to x.clampclamp(x, min, max)Clamps x to the range [min, max].clipclip(x)Discards the current pixel, if any component of x is less than zero.coscos(x)Returns the cosine of x.coshcosh(x)Returns the hyperbolic cosine of x.crosscross(x, y)Returns the cross product of two 3D vectors.D3DCOLORtoUBYTE4D3DCOLORtoUBYTE4(x)Swizzles and scales components of the 4D vector x to compensate for the lack of UBYTE4 support in some hardware.ddxddx(x)Returns the partial derivative of x with respect to the screen-space x-coordinate.ddyddy(x)Returns the partial derivative of x with respect to the screen-space y-coordinate.degreesdegrees(x)Converts x from radians to degrees.determinantdeterminant(m)Returns the determinant of the square matrix m.distancedistance(x, y)Returns the distance between two points.dotdot(x, y)Returns the dot product of two vectors.expexp(x)Returns the base-e exponent.exp2exp2(x)Base 2 exponent (per component).faceforwardfaceforward(n, i, ng)Returns -n * sign(•(i, ng)).floorfloor(x)Returns the greatest integer which is less than or equal to x.fmodfmod(x, y)Returns the floating point remainder of x/y.fracfrac(x)Returns the fractional part of x.frexpfrexp(x, exp)Returns the mantissa and exponent of x.fwidthfwidth(x)Returns abs(ddx(x)) &#; abs(ddy(x))GetRenderTargetSampleCountGetRenderTargetSampleCount()Returns the number of render-target samples.GetRenderTargetSamplePositionGetRenderTargetSamplePosition(x)Returns a sample position (x,y) for a given sample index.isfiniteisfinite(x)Returns true if x is finite, false otherwise.isinfisinf(x)Returns true if x is &#;INF or -INF, false otherwise.isnanisnan(x)Returns true if x is NAN or QNAN, false otherwise.ldexpldexp(x, exp)Returns x * 2explengthlength(v)Returns the length of the vector v.lerplerp(x, y, s)Returns x &#; s(y - x).litlit(n • l, n • h, m)Returns a lighting vector (ambient, diffuse, specular, 1)loglog(x)Returns the base-e logarithm of x.loglog(x)Returns the base- logarithm of x.log2log2(x)Returns the base-2 logarithm of x.maxmax(x, y)Selects the greater of x and y.minmin(x, y)Selects the lesser of x and y.modfmodf(x, out ip)Splits the value x into fractional and integer parts.mulmul(x, y)Performs matrix multiplication using x and y.noisenoise(x)Generates a random value using the Perlin-noise algorithm.normalizenormalize(x)Returns a normalized vector.powpow(x, y)Returns xy.radiansradians(x)Converts x from degrees to radians.reflectreflect(i, n)Returns a reflection vector.refractrefract(i, n, R)Returns the refraction vector.roundround(x)Rounds x to the nearest integerrsqrtrsqrt(x)Returns 1 / sqrt(x)saturatesaturate(x)Clamps x to the range [0, 1]signsign(x)Computes the sign of x.sinsin(x)Returns the sine of xsincossincos(x, out s, out c)Returns the sine and cosine of x.sinhsinh(x)Returns the hyperbolic sine of xsmoothstepsmoothstep(min, max, x)Returns a smooth Hermite interpolation between 0 and 1.sqrtsqrt(x)Square root (per component)stepstep(a, x)Returns (x >= a) ? 1 : 0tantan(x)Returns the tangent of xtanhtanh(x)Returns the hyperbolic tangent of xtex1Dtex1D(s, t)1D texture lookup.tex1Dbiastex1Dbias(s, t)1D texture lookup with bias.tex1Dgradtex1Dgrad(s, t, ddx, ddy)1D texture lookup with a gradient.tex1Dlodtex1Dlod(s, t)1D texture lookup with LOD.tex1Dprojtex1Dproj(s, t)1D texture lookup with projective divide.tex2Dtex2D(s, t)2D texture lookup.tex2Dbiastex2Dbias(s, t)2D texture lookup with bias.tex2Dgradtex2Dgrad(s, t, ddx, ddy)2D texture lookup with a gradient.tex2Dlodtex2Dlod(s, t)2D texture lookup with LOD.tex2Dprojtex2Dproj(s, t)2D texture lookup with projective divide.tex3Dtex3D(s, t)3D texture lookup.tex3Dbiastex3Dbias(s, t)3D texture lookup with bias.tex3Dgradtex3Dgrad(s, t, ddx, ddy)3D texture lookup with a gradient.tex3Dlodtex3Dlod(s, t)3D texture lookup with LOD.tex3Dprojtex3Dproj(s, t)3D texture lookup with projective divide.texCUBEtexCUBE(s, t)Cube texture lookup.texCUBEbiastexCUBEbias(s, t)Cube texture lookup with bias.texCUBEgradtexCUBEgrad(s, t, ddx, ddy)Cube texture lookup with a gradient.texCUBElodtex3Dlod(s, t)Cube texture lookup with LOD.texCUBEprojtexCUBEproj(s, t)Cube texture lookup with projective divide.transposetranspose(m)Returns the transpose of the matrix m.trunctrunc(x)Truncates floating-point value(s) to integer value(s)

表 3-1 HLSL内置函数

函数名 用法

abs 计算输入&#;的绝对&#;。

acos 返回输入&#;反余弦&#;。

all 测试非0&#;。

any 测试输入&#;中的任何非零&#;。

asin 返回输入&#;的反正弦&#;。

atan 返回输入&#;的反正切&#;。

atan2 返回y/x的反正切&#;。

ceil 返回大于或等于输入&#;的最小整数。

clamp 把输入&#;限制在[min, max]范围内。

clip 如果输入向量中的任何元素小于0,则丢弃当前像素。

cos 返回输入&#;的余弦。

cosh 返回输入&#;的双曲余弦。

cross 返回两个3D向量的叉积。

ddx 返回关于屏幕坐标x轴的偏导数。

ddy 返回关于屏幕坐标y轴的偏导数。

degrees 弧度到角度的转换

determinant 返回输入矩阵的&#;。

distance 返回两个输入点间的距离。

dot 返回两个向量的点积。

exp 返回以e为底数,输入&#;为指数的指数函数&#;。

exp2 返回以2为底数,输入&#;为指数的指数函数&#;。

faceforward 检测多边形是否位于正面。

floor 返回小于等于x的最大整数。

fmod 返回a / b的浮点余数。

frac 返回输入&#;的小数部分。

frexp 返回输入&#;的尾数和指数

fwidth 返回 abs ( ddx (x) &#; abs ( ddy(x))。

isfinite 如果输入&#;为有限&#;则返回true,否则返回false。

isinf 如何输入&#;为无限的则返回true。

每天30分钟看Shader--(1)HLSL固有函数 【Intrinsic Functions (DirectX HLSL)】(每天看30分钟手机可以吗)

isnan 如果输入&#;为NAN或QNAN则返回true。

ldexp frexp的逆运算,返回 x * 2 ^ exp。

len / lenth 返回输入向量的长度。

lerp 对输入&#;进行插&#;计算。

lit 返回光照向量(环境光,漫反射光,镜面高光,1)。

log 返回以e为底的对数。

log 返回以为底的对数。

log2 返回以2为底的对数。

max 返回两个输入&#;中较大的一个。

min 返回两个输入&#;中较小的一个。

modf 把输入&#;分解为整数和小数部分。

mul 返回输入矩阵相乘的积。

normalize 返回规范化的向量,定义为 x / length(x)。

pow 返回输入&#;的指定次幂。

radians 角度到弧度的转换。

reflect 返回入射光线i对表面法线n的反射光线。

refract 返回在入射光线i,表面法线n,折射率为eta下的折射光线v。

round 返回最接近于输入&#;的整数。

rsqrt 返回输入&#;平方根的倒数。

saturate 把输入&#;限制到[0, 1]之间。

sign 计算输入&#;的符号。

sin 计算输入&#;的正弦&#;。

sincos 返回输入&#;的正弦和余弦&#;。

sinh 返回x的双曲正弦。

smoothstep 返回一个在输入&#;之间平稳变化的插&#;。

sqrt 返回输入&#;的平方根。

step 返回(x >= a)? 1 : 0。

tan 返回输入&#;的正切&#;。

fanh 返回输入&#;的双曲线切线。

transpose 返回输入矩阵的转置。

tex1D* 1D纹理查询。

tex2D* 2D纹理查询。

tex3D* 3D纹理查询。

texCUBE* 立方纹理查询。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.

NameDescriptionMinimum shader modelabsAbsolute value (per component).acosReturns the arccosine of each component of x.allTest if all components of x are nonzero.AllMemoryBarrierBlocks execution of all threads in a group until all memory accesses have been completed.5AllMemoryBarrierWithGroupSyncBlocks execution of all threads in a group until all memory accesses have been completed and all threads in the group have reached this call.5anyTest if any component of x is nonzero.asdoubleReinterprets a cast value into a double.5asfloatConvert the input type to a float.4asinReturns the arcsine of each component of x.asintConvert the input type to an integer.4asuintReinterprets the bit pattern of a -bit type to a uint.5asuintConvert the input type to an unsigned integer.4atanReturns the arctangent of x.atan2Returns the arctangent of of two values (x,y).ceilReturns the smallest integer which is greater than or equal to x.clampClamps x to the range [min, max].clipDiscards the current pixel, if any component of x is less than zero.cosReturns the cosine of x.coshReturns the hyperbolic cosine of x.countbitsCounts the number of bits (per component) in the input integer.5crossReturns the cross product of two 3D vectors.D3DCOLORtoUBYTE4Swizzles and scales components of the 4D vector xto compensate for the lack of UBYTE4 support in some hardware.ddxReturns the partial derivative of x with respect to the screen-space x-coordinate.ddx_coarseComputes a low precision partial derivative with respect to the screen-space x-coordinate.5ddx_fineComputes a high precision partial derivative with respect to the screen-space x-coordinate.5ddyReturns the partial derivative of x with respect to the screen-space y-coordinate.ddy_coarseComputes a low precision partial derivative with respect to the screen-space y-coordinate.5ddy_fineComputes a high precision partial derivative with respect to the screen-space y-coordinate.5degreesConverts x from radians to degrees.determinantReturns the determinant of the square matrix m.DeviceMemoryBarrierBlocks execution of all threads in a group until all device memory accesses have been completed.5DeviceMemoryBarrierWithGroupSyncBlocks execution of all threads in a group until all device memory accesses have been completed and all threads in the group have reached this call.5distanceReturns the distance between two points.dotReturns the dot product of two vectors.1dstCalculates a distance vector.5EvaluateAttributeAtCentroidEvaluates at the pixel centroid.5EvaluateAttributeAtSampleEvaluates at the indexed sample location.5EvaluateAttributeSnappedEvaluates at the pixel centroid with an offset.5expReturns the base-e exponent.exp2Base 2 exponent (per component).ftofConverts the float stored in the low-half of the uint to a float.5ftofConverts an input into a float type.5faceforwardReturns -n * sign(dot(i, ng)).firstbithighGets the location of the first set bit starting from the highest order bit and working downward, per component.5firstbitlowReturns the location of the first set bit starting from the lowest order bit and working upward, per component.5floorReturns the greatest integer which is less than or equal to x.fmodReturns the floating point remainder of x/y.fracReturns the fractional part of x.frexpReturns the mantissa and exponent of x.fwidthReturns abs(ddx(x)) &#; abs(ddy(x))GetRenderTargetSampleCountReturns the number of render-target samples.4GetRenderTargetSamplePositionReturns a sample position (x,y) for a given sample index.4GroupMemoryBarrierBlocks execution of all threads in a group until all group shared accesses have been completed.5GroupMemoryBarrierWithGroupSyncBlocks execution of all threads in a group until all group shared accesses have been completed and all threads in the group have reached this call.5InterlockedAddPerforms a guaranteed atomic add of value to the dest resource variable.5InterlockedAndPerforms a guaranteed atomic and.5InterlockedCompareExchangeAtomically compares the input to the comparison value and exchanges the result.5InterlockedCompareStoreAtomically compares the input to the comparison value.5InterlockedExchangeAssigns value to dest and returns the original value.5InterlockedMaxPerforms a guaranteed atomic max.5InterlockedMinPerforms a guaranteed atomic min.5InterlockedOrPerforms a guaranteed atomic or.5InterlockedXorPerforms a guaranteed atomic xor.5isfiniteReturns true if x is finite, false otherwise.isinfReturns true if x is &#;INF or -INF, false otherwise.isnanReturns true if x is NAN or QNAN, false otherwise.ldexpReturns x * 2explengthReturns the length of the vector v.lerpReturns x &#; s(y - x).litReturns a lighting vector (ambient, diffuse, specular, 1)logReturns the base-e logarithm of x.logReturns the base- logarithm of x.log2Returns the base-2 logarithm of x.madPerforms an arithmetic multiply/add operation on three values.5maxSelects the greater of x and y.minSelects the lesser of x and y.modfSplits the value x into fractional and integer parts.mulPerforms matrix multiplication using x and y.1noiseGenerates a random value using the Perlin-noise algorithm.normalizeReturns a normalized vector.powReturns xy.Process2DQuadTessFactorsAvgGenerates the corrected tessellation factors for a quad patch.5Process2DQuadTessFactorsMaxGenerates the corrected tessellation factors for a quad patch.5Process2DQuadTessFactorsMinGenerates the corrected tessellation factors for a quad patch.5ProcessIsolineTessFactorsGenerates the rounded tessellation factors for an isoline.5ProcessQuadTessFactorsAvgGenerates the corrected tessellation factors for a quad patch.5ProcessQuadTessFactorsMaxGenerates the corrected tessellation factors for a quad patch.5ProcessQuadTessFactorsMinGenerates the corrected tessellation factors for a quad patch.5ProcessTriTessFactorsAvgGenerates the corrected tessellation factors for a tri patch.5ProcessTriTessFactorsMaxGenerates the corrected tessellation factors for a tri patch.5ProcessTriTessFactorsMinGenerates the corrected tessellation factors for a tri patch.5radiansConverts x from degrees to radians.1rcpCalculates a fast, approximate, per-component reciprocal.5reflectReturns a reflection vector.1refractReturns the refraction vector.reversebitsReverses the order of the bits, per component.5roundRounds x to the nearest integerrsqrtReturns 1 / sqrt(x)saturateClamps x to the range [0, 1]1signComputes the sign of x.sinReturns the sine of xsincosReturns the sine and cosine of x.sinhReturns the hyperbolic sine of xsmoothstepReturns a smooth Hermite interpolation between 0 and 1.sqrtSquare root (per component)stepReturns (x >= a) ? 1 : tanReturns the tangent of xtanhReturns the hyperbolic tangent of xtex1D(s, t)1D texture lookup.1tex1D(s, t, ddx, ddy)1D texture lookup.tex1Dbias1D texture lookup with bias.tex1Dgrad1D texture lookup with a gradient.tex1Dlod1D texture lookup with LOD.tex1Dproj1D texture lookup with projective divide.tex2D(s, t)2D texture lookup.tex2D(s, t, ddx, ddy)2D texture lookup.tex2Dbias2D texture lookup with bias.tex2Dgrad2D texture lookup with a gradient.tex2Dlod2D texture lookup with LOD.3tex2Dproj2D texture lookup with projective divide.tex3D(s, t)3D texture lookup.tex3D(s, t, ddx, ddy)3D texture lookup.tex3Dbias3D texture lookup with bias.tex3Dgrad3D texture lookup with a gradient.tex3Dlod3D texture lookup with LOD.tex3Dproj3D texture lookup with projective divide.texCUBE(s, t)Cube texture lookup.texCUBE(s, t, ddx, ddy)Cube texture lookup.texCUBEbiasCube texture lookup with bias.texCUBEgradCube texture lookup with a gradient.texCUBElodCube texture lookup with LOD.texCUBEprojCube texture lookup with projective divide.transposeReturns the transpose of the matrix m.1truncTruncates floating-point value(s) to integer value(s)

Unity3D之Editor扩展学习——四大名捕闹京东 Unity3D提供了强大的编辑器扩展机制,在项目开发中,如果可以将一些繁琐的工作放在编辑器扩展中进行,则会大大提高效率。本文对编辑器扩展进行了

UGUI问题总结 Image组件:动态改变SourceImage.1.gameObject.GetComponent().image.sprite=YourSprite;(YourSPrite的获取方法有我是在前面定义Spites数组,拉图片入去的.有更好的方法请告诉我

Unity中用触摸控制物体旋转和放大 usingUnityEngine;usingSystem.Collections;usingSystem.IO;publicclassScaleAndRotate:MonoBehaviour{privateToucholdTouch1;//上次触摸点1(手指1)privateToucholdTouch2;//上次触摸点2(手指2)voidSt

标签: 每天看30分钟手机可以吗

本文链接地址:https://www.jiuchutong.com/biancheng/372795.html 转载请保留说明!

上一篇:unity4.x升级到unity5.x材质丢失

下一篇:Unity3D之Editor扩展学习——四大名捕闹京东(unity 扩展编辑器)

  • 研发支出属于什么现金流量项目
  • 发放福利视同销售进项税要转出吗?
  • 租赁合同管理台账范本
  • 结转增值税会计凭证
  • 哪些福利费不税前扣除
  • 企业一般户怎么注销
  • 利润表报错了怎么撤回修改
  • 待转销项税额明细科目核算一般纳税人
  • 企业应收账款无论是否带息,在年末资产负债表中均应以
  • 出口旧设备最新政策
  • 事业单位财务收支
  • 成本类科目期末借方余额表示
  • 劳务费代扣代缴后还需要开发票吗
  • 事业单位未取得工资
  • 委托其他公司开票收款
  • 贷款和应收款项在活跃市场中没有报价
  • 造价咨询公司在哪里备案
  • 个人劳务费发票个人所得税
  • 单位转让专利技巧和方法
  • 税控技术服务费需要交印花税吗
  • key介质费入哪个科目?
  • 补提以前年度税费应该计入
  • 利润表中利润归还投资
  • 我的初级奋斗经历作文
  • 零元股权转让会亏本吗
  • 蛋糕店盈亏平衡分析
  • 会计利润利润总额的计算
  • 税控盘不交服务费的后果
  • 专用发票和普通发票的报销区别
  • 桌面级cpu天梯图快科技
  • 存货跌价准备的计提
  • PHP:cal_days_in_month()的用法_日历函数
  • 塞里雅兰瀑布图片高清
  • php如何实现
  • 银行转账费用试算失败什么意思
  • vue computed set get
  • 机器学习中的数学原理——模型评估与交叉验证
  • 前端工程化解决方案
  • 被黑客攻击
  • 哪一款macbook
  • 集团公司内部结算
  • 公司开具了电子发票
  • 医院会计医保怎么做账
  • java一维数组从小到大排序
  • 织梦怎么添加相关
  • mongodb数据库查询用多少存储
  • 将表里的数据批量删除
  • 履约保证金能否委托支付
  • 事业单位购入固定资产当月计提折旧
  • 淘宝开店的钱怎么取出来
  • sql 附加数据库
  • 2023年终奖一次性扣税对照表
  • 事业单位出售废品流程
  • 药品进销差价会计科目
  • 办公室租赁费摊销分录
  • 利税总额计算公式表
  • 职工福利费无发放原因
  • 小规模纳税人认定标准2023年最新
  • 装饰公司购买的安装服务怎么入账
  • 多栏式明细账的账页格式适用于
  • ubuntu搭建vsftp
  • azipmd5.exe是什么
  • win7彻底删除的文件怎么恢复
  • win8切换到桌面
  • unity设置帧数
  • javascript中循环结构包括
  • 常用dos命令详解
  • perl -pi
  • 基于python的推荐系统
  • python 检测主机存活
  • python中pandas.DataFrame对行与列求和及添加新行与列示例
  • 深入理解python特性
  • javascript简明教程
  • De facto standard 世界上不可思议的事实标准
  • mac上安装破解软件会怎样
  • unity持久化存储
  • js如何使用
  • 税控盘连接服务器失败是什么原因黑盘发票无法上传
  • 税务异地协查系统管理办法
  • 家长进校园给孩子讲法律课
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设