COMPUTE_EYEDEPTH 宏 Unity中实现原型: #define COMPUTE_EYEDEPTH(o) o = -UnityObjectToViewPos( v.vertex ).z// Tranforms position from object to camera spaceinlinefloat3UnityObjectToViewPos(infloat3pos){returnmul(UNITY_MATRIX_V,mul(unity_ObjectToWorld,float4(pos,1.0))).xyz;}inlinefloat3UnityO...
o.screenPos = ComputeScreenPos(o.vertex); o.viewNormal = COMPUTE_VIEW_NORMAL; //世界法线 float3 worldNormal = UnityObjectToWorldNormal(v.normal); //世界切线 float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); //世界副切线 float3 worldBinormal = cross(worldNormal,worldTangent)*v.ta...
// 先把法线从模型空间转到相机空间 // 这里直接使用unity给我们提供的宏,等价于 vNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal)) // 为什么是(float3x3)UNITY_MATRIX_IT_MV,而不是 (float3x3)UNITY_MATRIX_MV,冯乐乐美女的4.7节是有这个解释的 fixed3 vNormal = COMPUTE_VIEW_NORMAL;...
Unity提供了辅助函数来为我们队这个采样结果进行解码,从而得到深度值和法线方向。这个函数是DecodeDepthNormal,它在UnityCG.cginc里被定义: inlinevoidDecodeDepthNormal(float4 enc,outfloatdepth,outfloat3 normal){ depth = DecodeFloatRG(enc.zw); normal = DecodeViewNormalStereo(enc); } DecodeDepthNormal 的第...
normal = DecodeViewNormalStereo(enc); } DecodeDepthNormal 的第一个参数是对深度+法线纹理的采样结果,这个采样结果是Unity对深度和法线信息编码后的结果,它的xy分量存储的是视角空间下的法线信息,而深度信息被编码进了zw分量。通过调用DecodeDepthNormal 函数对采样结果解码后,我们就可以得到解码后的深度值和法线。
动画制作 Animation View Animator 组件 Controller:放置动画控制器 Animator Controller Avatar:放置模型的骨骼 Apply Root Motion:使用根动画,勾选此项会根据动画产生实际的位移 Update Mode:更新模式 Normal:表示使用Update进行更新 Animate Physics:表示使用FixUpdate进行更新(一般用在和物体有交互的情况下) ...
ADBannerView Class UnityEngine.iOS added 5.0.0 ADInterstitialAd Class UnityEngine.iOS added 5.0.0 CalendarIdentifier Enum UnityEngine.iOS added 5.0.0 CalendarUnit Enum UnityEngine.iOS added 5.0.0 Device Class UnityEngine.iOS added 5.0.0 DeviceGeneration Enum UnityEngine.iOS added 5.0.0 LocalNotif...
normal = DecodeViewNormalStereo(enc); } DecodeDepthNormal 的第一个参数是对深度+法线纹理的采样结果,这个采样结果是Unity对深度和法线信息编码后的结果,它的xy分量存储的是视角空间下的法线信息,而深度信息被编码进了zw分量。通过调用DecodeDepthNormal 函数对采样结果解码后,我们就可以得到解码后的深度值和法线。
Load/Store Action Debug ModeHighlights undefined pixels that might cause rendering problems on mobile platforms. This affects the Unity Editor Game view, and your built application if you selectDevelopment Buildin Build Settings. Refer toLoadStoreActionDebugModeSettingsfor more information. ...
This method is based on a view-independent preprocess that computes occlusion information with a ray tracer and then uses this information at runtime to compute a fast approximation to diffuse shading in the environment. 我脑洞了一下:是否可以用Unity的ShadowMap来替代可见性计算: ...