在 着色器在 GPU 上运行的程序。 更多信息
请参阅 术语表 程序中输入和使用数据的资源。
页面 | 描述 |
---|---|
Unity 中的 HLSL 数据类型 | 了解 Unity 如何以不同的方式处理一些 HLSL 数据类型以在移动平台上提供更好的支持。 |
在着色器中使用 16 位精度 | 在 GPU 计算中使用 16 位精度,这样着色器使用更少的内存、带宽和功耗,并且计算速度更快。 |
将顶点数据输入着色器 | 使用内置数据结构作为 顶点着色器在渲染 3D 模型时对模型的每个顶点运行的程序。 更多信息 请参阅 术语表 的输入,或输入自定义顶点结构。 |
纹理采样器 | 了解使用单独的纹理和采样器,或内联采样器状态。 |
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