Index
A
Alpha blending
blending
SeeBlending operation
clipping
SeeClipping
definition
Ambient lighting
flat shading methods
lighting models
Animations
B
Base shader
Bilinear filtering
Blending operation
HLSL shaders
additive
built-in pipeline
calculation
formula
linearly interpolates
multiplicative
premultiplied alpha
properties
Queue and RenderType
ShaderLab
transparent materials
TransparentTexture
turning off
URP tags
variable declarations
Shader Graph
modes/factors
surface mode
TransparentTexture graph
working process
Blinn-Phong reflection model
flat shading methods
gouraud shading
phong shading
Blinn’s method
C
Cartesian coordinates
Cartesian mapping
Cel-shading lighting
Blender’s Suzanne monkey mesh
graph
base texture/color
diffuse/ambient light
fresnel lighting cutoff calculation
lighting/fresnel ...

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