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/Tes
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...
// This is required for registering commands in an EntityCommandBuffer for example. public readonly Entity Self; // Aspects can contain other aspects. // A RefRW field provides read write access to a component. If the aspect is taken as an "in" ...
3.2 Render Command 3.2.1 思路 3.2.2 Command Buffer 3.2.3 完整代码 4 完整工程 5 参考文章 1 引言 总结下描边效果的实现方式,主要有以下几种: ①法线外拓+ZTest Always ②法线外拓+Cull Front ③法线外拓+ZWrite Off ④法线外拓+模板测试 ⑤基于屏幕后处理 2 顶点沿法线外拓方式 法线外拓的原理如下: 基本...
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....
Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer.
Init("_CustomPassHandle"); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; cmd.GetTemporaryRT(m_Handle.id, desc, FilterMode.Point); } public override void OnCameraCleanup(CommandBuffer cmd) { ...