Camera 投影设置 Active Camera Number 看不到任何物体的空转相机 Camera 近裁剪面和远裁剪面设置 每个Camera Renderer关联各自的配置, 如:UI和场景分开Renderer独立配置需要的Feature Texture 分辨率 Texture 压缩格式 Texture Mipmap设置 Texture Read&Write设置 ...
[RequireComponent(typeof(Camera))] public class ShadowCamera : MonoBehaviour { [SerializeField] private Shader replacementShader; private Camera camera; void Start() { camera = GetComponent<Camera>(); camera.SetReplacementShader(replacementShader, ""); } } 将Shader挂到脚本上: 运行后,RT会变成纯色:...
camera = Camera.main; } } private void Update() { Renderer[] renderers = GetRenderedObjects(camera); foreach (Renderer renderer in renderers) { Debug.Log("Rendered object: " + renderer.gameObject.name); } } private Renderer[] GetRenderedObjects(Camera camera) { Plane[] frustumPlanes = G...
}voidOnWizardCreate(){ GameObject go = new GameObject("CubemapCamera"); go.AddComponent<Camera>(); go.transform.position = renderFromPosition.position; go.GetComponent<Camera>().RenderToCubemap(cubemap); DestroyImmediate(go); } [MenuItem("GameObject/Render into Cubemap")]staticvoidRenderCubema...
Starts the default camera and assigns the texture to the current renderer using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { WebCamTexture webcamTexture = new WebCamTexture(); Renderer renderer = GetComponent<Renderer>(); renderer....
new Camera camera; public bool flipHorizontal; void Awake() { camera = GetComponent<Camera>(); } void OnPreCull() { camera.ResetWorldToCameraMatrix(); camera.ResetProjectionMatrix(); Vector3 scale = new Vector3(flipHorizontal ? -1 : 1, 1, 1); ...
go.GetComponent<Camera>().RenderToCubemap(cubemap); DestroyImmediate(go); } 在上面的代码中,我们在renderFromPisition 位置处动态创建一个摄像机,并调用Camera.RenderToCubemap函数把当前位置观察到的 图像渲染到用于指定的立方体纹理cubemap中,完成后再销毁临时摄像机。由于该代码需要添加菜单栏条目,因此我们需要...
=null){quad.GetComponent<Renderer>().material.mainTexture=webCamTexture;}webCamTexture.Play();}}else{Debug.LogError("未获得读取摄像头权限");}}privatevoidOnApplicationPause(boolpause){// 应用暂停的时候暂停camera,继续的时候继续使用if(webCamTexture!=null){if(pause){webCamTexture.Pause();}else{...
Q2:Unity5.5 运行中,材质球的GI选项在烘焙的时候,代码修改模型Renderer组件所引用的Material属性,SetColor(“_EmissionColor”),没有实时刷新效果。代码如下:Renderer[] renderers = (Renderer[])mesh.GetComponentsInChildren<Renderer>();foreach(Renderer r in renderers){ r.sharedMaterial.SetColor("_Emi...
buf.DrawRenderer(GetComponent<Renderer>(), new Material(shader)); //不透明物体渲染完后执行 Camera.main.AddCommandBuffer(CameraEvent.AfterForwardOpaque, buf); }} 同是一个Cube,Game中的为绿色,而Scene中的依旧。打开FrameDebug看一下,发现Cube被绘制了两次。额外多出的一次红色框框那个就是Comm...