AddComponentMenu 可以在UnityEditor的Component的Menu中增加自定义的项目。菜单可以设置多级,使用斜线/分隔即可。在Hierarchy中选中GameObject的时候,点击该菜单项,就可以在GameObject上追加该Component。 例如如下代码可以完成下图的效果。 [AddComponentMenu("TestMenu/TestComponet")] public class TestMenu : MonoBehaviour { ...
mCacheCommandBuffer=newCommandBuffer(); mCacheCommandBuffer.name="TestCommandBuffer"; mCacheCommandBuffer.DrawRenderer(testRenderer, testMaterial,0,3); Camera.main.AddCommandBuffer(CameraEvent.AfterGBuffer, mCacheCommandBuffer); mCacheCommandBuffer2=newCommandBuffer(); mCacheCommandBuffer2.name="TestCommand...
新建一个Cube ,新建一个Shader,并且将Shader的颜色输出改为绿色。新建脚本TestCommandBuffer.cs,挂到Cube,脚本上挂新建的Shader。using UnityEngine;using UnityEngine.Rendering;[ExecuteInEditMode]public class TestCommandBuffer : MonoBehaviour{ public Shader shader; private void OnEnable() { Comm...
好的,让我们现在来实现一个最简单的CommandBuffer。 新建一个Cube ,新建一个Shader,并且将Shader的颜色输出改为绿色。 新建脚本TestCommandBuffer.cs,挂到Cube,脚本上挂新建的Shader。 using UnityEngine; using UnityEngine.Rendering; [ExecuteInEditMode] public class TestCommandBuffer : MonoBehaviour { public Sha...
For example, you could render some additional objects into deferred rendering g-buffer after all regular objects are done, or do custom processing of light shadow maps. See command buffers overview page for more details.Command buffers can be created and then executed many times if needed.See ...
当图像效果是用 Command Buffer 实现的时,请使用此属性。 使用此属性时,Unity 将场景渲染到 RenderTexture 而不是实际目标中。请注意,Camera.forceIntoRenderTexture 可能有同样的效果,但仅限于某些情况。 emmm 图像渲染还没有学习多少,看不太懂这里。 InspectorNameAttribute-> 改变枚举值在inspector中显示的名称 ...
*/ using UnityEngine; using UnityEngine.Rendering; public class ExampleRenderPipeline : RenderPipeline { public ExampleRenderPipeline() { } protected override void Render (ScriptableRenderContext context, Camera[] cameras) { // 创建并调度命令以清除当前渲染目标 var cmd = new CommandBuffer(); cmd....
For example, if three processes are sharing 9MB, each process gets 3MB in Pss. Uss - Unique Set Size is also known as Private Dirty, which is basically the amount of RAM inside the process that cannot be paged to disk as it is not backed by the same data on disk, and is not ...
For example, await UniTask.WaitForEndOfFrame(this); is lightweight allocation free alternative of yield return new WaitForEndOfFrame(). Note: In Unity 2023.1 or newer, await UniTask.WaitForEndOfFrame(); no longer requires MonoBehaviour. It uses UnityEngine.Awaitable.EndOfFrameAsync....
[SyncVar(id = 1)]//这是p2p 客户端只与服务器的netplayer之间变量同步, 开发者要保证id必须是唯一的 详情请看案例1的Example1.Client类定义 如果使用[SyncVar]则需要在Unity点击菜单GameDesigner/Network/InvokeHepler打开调用帮助窗口, 启用OnReloadInvoke ...