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 { ...
privateCommandBuffercommandBuffer;publicMaterialmaterial;//cmb用的材质;publicMeshRenderermeshRenderer;//cmb需要用到的meshrenderer;privatevoidStart(){CMD();}RenderTexturesource;//设置RTRenderTexturedestination;privatevoidOnPreRender(){source=RenderTexture.GetTemporary(Screen.width,Screen.height,16);//定义一下RT...
控制好地形的Blend层数,控制在4层以内,考虑到地形一般屏占面积大、贴图采样次数多,对于中低画质考虑不用normalmap. 做好物件、树、角色的LOD. 避免使用RenderWithShader类方式来定制DepthTexture,可以考虑Camera的 public void SetTargetBuffers(RenderBuffer colorBuffer, RenderBuffer depthBuffer);进行优化. 检查Shader...
renderingData) { _renderingData = renderingData; base.Execute(context, ref renderingData); } protected override void OnExecute(CommandBuffer cmd) { base.OnExecute(cmd); cmd.SetRenderTarget(_renderingData.cameraData.renderer.cameraColorTargetHandle, _renderingData.cameraData.renderer.cameraDepthTarget...
MultiTexCoord3 对实际纹理 unit 设置当前纹理坐标 (x,y,z)。 MultMatrix 将当前 modelview 矩阵设置为指定的矩阵。 PopMatrix 从矩阵堆栈顶部恢复投影和 modelview 矩阵。 PushMatrix 将投影和 modelview 矩阵保存到矩阵堆栈。 RenderTargetBarrier 解析渲染目标,以便用于从该目标进行采样的后续运算。 TexCoord 为所有...
早就听闻ECS框架。今天记录一下相关内容,并尝试使用Unity提供的ECS框架来做一个MiniDemo,体会该框架。ECS的结构ECS分为Entity(实体)-Component(组件)-System(系统),它的本质是数据和逻辑分离。EntityEntity(实体)和Unity中的GameObject类似,它表示一个游戏物体。
Target DPIThe resolution of the application. If the device’s native screen DPI is higher than this value, Unity downscales the application’s resolution to match this setting. Unity calculates the scale using:min(Target DPI * Factor / Screen DPI, 1)whereFactoris theResolution Scaling Fixed DP...
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point); ConfigureTarget(depthAttachmentHandle.Identifier()); ConfigureClear(ClearFlag.All, Color.black); ...
编写CommandBuffer生成网格方法 在创建的RenderFeature模板中编写脚本如下: using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class CustomRenderPassFeature : ScriptableRendererFeature { public float lineCount;
TheBufferSensorandBufferSensorComponenthave been added (documentation). They allow the Agent to observe variable number of entities. For an example, see theSorter environment. (#4909) TheSimpleMultiAgentGroupclass andIMultiAgentGroupinterface have been added (documentation). These allow Agents to be ...