目录索引
译文
使用前序阶段得到的数据进行插值,当所有像素都准备好投射到屏幕上后,最后一个阶段——像素处理阶段就准备开始了。片元着色器阶段(也称为像素着色器阶段)负责决定每个像素是否可见,它的基本工作是计算每个像素的最终颜色,然后将其发送到颜色缓冲区。
![图片[1]-《Unity着色器圣经》1.1.1 | 像素处理阶段-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-11-1024x327.jpeg)
原文对照
Using the interpolated values from the previous processes, this last stage starts when all the pixels are ready to be projected onto the screen. At this point, the fragment shader stage, also known as a pixel shader stage, begins and is responsible for the visibility of each pixel. Basically what it does is compute the final color of a pixel and then send it to the color buffer.
![图片[1]-《Unity着色器圣经》1.1.1 | 像素处理阶段-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-11-1024x327.jpeg)
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