public void Clear(); Description Clear material property values. Graphics.DrawMesh copies the passed property block, so the most efficient way of using it is to create one block and reuse it for all DrawMesh calls. Use Clear to clear block's values, and SetFloat, SetVector, SetColor, Set...
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); // Turn backface culling off lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); // Turn off depth wr...
<material=2>texturally</material> --仅对Text Mesh有用,使用参数指定的材质渲染文本部分 <quad material=1 size=20 x=0.1 y=0.1 width=0.5 height=0.5> --仅对Text Mesh有用,渲染与文本内联的图像 1. 2. 3. 4. 5. 6. 二、Image组件 Source Image:表示要显示的图像的纹理(必须作为精灵导入)。 Colo...
● 当单击GUI Text(图形用户界面文本)菜单,即在工程中创建了一个GUI Text组件,相当于创建一个Label组件。 当创建结束,在游戏预览面板下显示GUI Text组件的效果,在游戏组成对象列表下会显示一个组件GUI Text,可以根据需要修改适当的名字,在属性查看器中会显示此GUI Text组件的具体属性信息,开发者可以根据需要,对属性...
LineTextureMode LocationServiceStatus LODFadeMode LogOption LogType MaterialGlobalIlluminationFlags MaterialPropertyType MeshColliderCookingOptions MeshTopology MixedLightingMode MotionVectorGenerationMode NetworkReachability NPOTSupport OperatingSystemFamily ParticleSystemAnimationMode ParticleSystemAnimationRowMode ParticleSy...
所以需要重写Text组件的OnPopulateMesh绘制部分才可以实现效果。 新建一个脚本继承Text,完整代码如下: 代码语言:javascript 复制 using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;publicclassUIText:Text{#region 实现超框时再缩小字体,适配多语言/// /// 当前可见的文字行数/// publicint Vi...
base.graphic.material.SetInt("_OutlineWidth",this.OutlineWidth); base.graphic.SetVerticesDirty(); }publicoverridevoidModifyMesh(VertexHelper vh){ vh.GetUIVertexStream(m_VetexList);this._ProcessVertices(); vh.Clear(); vh.AddUIVertexTriangleStream(m_VetexList); ...
Material Drawers [CompactTexture] _MainTex ("Texture", 2D) = "white" {} [Vector2] _Vector1 ("Vector2", Vector) = (0.0, 0.0, 0.0) [Vector3] _Vector2 ("Vector3", Vector) = (0.0, 0.0, 0.0) [MinMaxSlider(20.0, 165.0)] _Vector3 ("MinMax Vector", Vector) = (50.0, 55.0, 0....
Proper memory management in Unity can be challenging. The goal of this guide is to fit you with the necessary knowledge to profile and optimize memory consumption on any publicly available platform.
47 IList<UIVertex> verts = cachedTextGenerator.verts; 48 float unitsPerPixel = 1 / pixelsPerUnit; 49 //Last 4 verts are always a new line... 50 int vertCount = verts.Count - 4; 51 52 toFill.Clear(); 53 if (roundingOffset != Vector2.zero) ...