What is a Float4?
The *Float4 data type defines a floating-point field of 4 bytes. The decimal positions must be left blank. Use *Float8 to specify a floating-point field of 8 bytes. Negative values have the same range, but with a negative sign. *Float4 variables conform to the IEEE standard as supported by the AS/400.
What are shader semantics?
A semantic is a string attached to a shader input or output that conveys information about the intended use of a parameter. Semantics are required on all variables passed between shader stages. The syntax for adding a semantic to a shader variable is shown here (Variable Syntax (DirectX HLSL)).
What is saturate HLSL?
Saturate is a function that clamps it’s input between 0 and 1.
What is sv_ position?
The vertex shader has to produce the output vertex position, again indicated by SV_Position . This is the (x, y) position of the pixel in normalized coordinates in the range (-1, -1) to (1, 1) .
What is a float4 unity?
float4(Boolean) Constructs a float4 vector from a single bool value by converting it to float and assigning it to every component.
What is a Texcoord?
A “TEXCOORD” is a semantic used by vertex and fragment shaders to store arbitrary per vertex data. The most common usage, and the reason for the name, is for texture UVs, aka “texture coordinate”.
What does TEXCOORD0 mean?
POSITION is the vertex position, typically a float3 or float4 . NORMAL is the vertex normal, typically a float3 . TEXCOORD0 is the first UV coordinate, typically float2 , float3 or float4 . TANGENT is the tangent vector (used for normal mapping), typically a float4 . COLOR is the per-vertex color, typically a float4 .
What is a Float4 C#?
Constructors. Constructors. Float4() Float4(IntPtr, JniHandleOwnership) A constructor used when creating managed representations of JNI objects; called by the runtime.
What is vector4 in unity?
Description. Representation of four-dimensional vectors. This structure is used in some places to represent four component vectors (e.g. mesh tangents, parameters for shaders). In the majority of other cases a Vector3 is used.
What is float in data structure?
In computer science, a float is a data type composed of a number that is not an integer, because it includes a fraction represented in decimal format. Some point out that the float data type is used in computer programming when more precision is needed than what integers can provide.
What are float variables?
A floating point type variable is a variable that can hold a real number, such as 4320.0, -3.33, or 0.01226. The floating part of the name floating point refers to the fact that the decimal point can “float”; that is, it can support a variable number of digits before and after the decimal point.
What do you need to know about HLSL syntax?
Before we dive into HLSL syntax and structure, you need to look at the graphics-processing pipeline. To be able to understand how shaders work and what each type of shader does, you need to see how 3D objects are processed and displayed.
How are per component operations used in HLSL?
This is very different from a multiply which is typically implemented as a dot product which generates a single scalar: A matrix also uses per-component operations in HLSL: The result is a per-component multiply of the two matrices (as opposed to a standard 3×3 matrix multiply).
How many components does a vector have in HLSL?
HLSL uses two special types, a vector type and a matrix type to make programming 2D and 3D graphics easier. Each of these types contain more than one component; a vector contains up to four components, and a matrix contains up to 16 components.
Which is the correct source swizzling for Float4?
As float4 is often used as a color as well, these components can also be addressed by r, g, b and a (So .xyzw is equivalent to .rgba). Source swizzling enables you to swap, reduce or repeat components inline, so if you only need the xy component of your float3 vec you can just write vec.xy instead of something like float2 (vec.x, vec.y).