Orthographic(摄像机2D3D切换) 06:32 GameObject.Layer(Layer层的获取和设置) 03:23 Camera.cullingMask LayerMask 位运算(代码控制摄像机层的增减) 10:33 mask材质(透明通道抠空,AR传送门遮罩材质) 04:21 Script(功能) 03:44 RenderTexture、RawImage、Camera.targetTexture(渲染贴图、显示画中画和摄像机渲染目标) ...
ResultTexture=newTexture2D(Size,Size,TextureFormat.RGBA32,true,false); outputMipMaps =newTexture2D[6]; for(int layer =0; layer <6; layer++) { outputMipMaps[layer]=newTexture2D(Size,Size,TextureFormat.RGBA32,true,false); RenderTextureTempRT=RenderTexture.GetTemporary(Size,Size,0,RenderTextureFor...
But calculating pixel shaders for each pixel in a 1024×768 resolution (or higher) isexpensive. One solution if you want to achieve anything like a game-playable framerate is to render the effect to a fixed-size rendertexture, and then scale that up to fill the screen. Here’s a simple...
UseTextureConverter.ToTensorto convert aTexture2Dor aRenderTextureto a tensor. using UnityEngine; using Unity.Sentis; public class ConvertTextureToTensor : MonoBehaviour { Texture2D inputTexture; void Start() { TensorFloat inputTensor = TextureConverter.ToTensor(inputTexture); } } By default, the ten...
This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. Currently supported are 2d and cubemap textures as the source, and 2d, cubemap, 2d array an...
But calculating pixel shaders for each pixel in a 1024×768 resolution (or higher) isexpensive. One solution if you want to achieve anything like a game-playable framerate is to render the effect to a fixed-size rendertexture, and then scale that up to fill the screen. Here’s a simple...
if (rb.getTexture() == null) { // if it hasn't been created yet, then attach is required. needAttach = rb.getId() == -1; updateRenderBuffer(fb, rb); } else { needAttach = false; updateRenderTexture(fb, rb); } if (needAttach) { glfbo.glFramebufferRenderbufferEXT(GLFbo.GL_...
dstThe destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supportedRenderTextureFormat. srcElementThe element in the source texture to copy from. UseCubemapFaceifsrcis a Cubemap. Set the val...
The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat. srcElement The element in the source texture to copy from. Use CubemapFace if src is a Cubemap. Set the value to 0 if src...
One solution if you want to achieve anything like a game-playable framerate is to render the effect to a fixed-size rendertexture, and then scale that up to fill the screen. Here’s a simple generic script to do that: Demo https://www.youtube.com/watch?v=ZncPTfT8wLg How to use: ...