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Did you know that fp3.0 supports 2 sets of vert colors, 8 uv's, and 16 textures ?

Discussion in 'Wish List' started by rungy, Jul 23, 2012.

  1. rungy

    rungy

    Joined:
    Oct 25, 2011
    Posts:
    23
    Did you know that fp3.0 supports 2 sets of vert colors, 8 uv's, and 16 textures ?

    We currently don't even get half of that....imagine the things we could do.



    I'm already driving a tilable texture atlas with vert colors, if we had another set of vert colors just imagine what we could do.

    We have two sets of uv's , but really we only have one because one is used for lightmaps.

    There have been numerous calls for having addional "mesh" attributes that can be passed per vertex to a shader.

    If you're looking for a quick and easy way to legitimize a "4.0" purchase? ....this is one of those.


    vertices........Returns a copy of the vertex positions or assigns a new vertex positions array.
    normals...... The normals of the mesh.
    tangents......The tangents of the mesh.
    uv................The base texture coordinates of the mesh.
    uv2..............The second texture coordinate set of the mesh, if present.
    uv3..............WANT, not supported by all devices YET
    uv4..............WANT, not supported by all devices YET
    uv5..............WANT, not supported by all devices YET You can do more with uv's then just using them for texture ccords btw
    uv6..............WANT, not supported by all devices YET You could actually use them to do lots of math and shader manipulation
    uv7..............WANT, not supported by all devices YET
    bounds........The bounding volume of the mesh.
    colors..........Returns the vertex colors of the mesh.
    colors2........WANT, vert colors are ridiculously cheap and can allow for some of the most versatile effects
    triangles......An array containing all triangles in the mesh.


    struct appdata_extended {
    float4 vertex : POSITION;
    float4 tangent : TANGENT;
    float3 normal : NORMAL;
    float4 texcoord : TEXCOORD0;
    float4 texcoord1 : TEXCOORD1;
    fixed4 color : COLOR;
    fixed4 color : COLOR2;
    half4 texcoord2 : TEXCOORD2;
    half4 texcoord3 : TEXCOORD3;
    half4 texcoord4 : TEXCOORD4;
    half4 texcoord5 : TEXCOORD5;
    half4 texcoord5 : TEXCOORD6;
    half4 texcoord5 : TEXCOORD7;
    };



    COLOR Input primary color
    COLOR0
    COL
    COL0

    COLOR1 Input secondary color
    COL1

    TEX0 Input texture coordinate sets 0
    TEXCOORD0

    TEX1 Input texture coordinate sets 1
    TEXCOORD1

    TEX2 Input texture coordinate sets 2
    TEXCOORD2

    TEX3 Input texture coordinate sets 3
    TEXCOORD3

    TEX4 Input texture coordinate sets 4
    TEXCOORD4

    TEX5 Input texture coordinate sets 5
    TEXCOORD5

    TEX6 Input texture coordinate sets 6
    TEXCOORD6

    TEX7 Input texture coordinate sets 7
    TEXCOORD7

    Uniform Input Semantics
    Sixteen texture units are supported:

    Binding Semantic Name Corresponding Data

    TEXUNIT0 Texture unit 0
    TEXUNIT1 Texture unit 1
    TEXUNIT2 Texture unit 2
    TEXUNIT3 Texture unit 3
    TEXUNIT4 Texture unit 4
    TEXUNIT5 Texture unit 5
    TEXUNIT6 Texture unit 6
    TEXUNIT7 Texture unit 7
    TEXUNIT8 Texture unit 8
    TEXUNIT9 Texture unit 9
    TEXUNIT10 Texture unit 10
    TEXUNIT11 Texture unit 11
    TEXUNIT12 Texture unit 12
    TEXUNIT13 Texture unit 13
    TEXUNIT14 Texture unit 14
    TEXUNIT15 Texture unit 15