float4 vertex : POSITION, // vertex position input float2 uv : TEXCOORD0, // texture coordinate input out float4 outpos : SV_POSITION // clip space position output ) { v2f o; o.uv = uv; outpos = UnityObjectToClipPos(vertex); return o; } sampler2D _MainTex; fixed4 frag (v2f i...
Pose pose = pointerEventData.Pointer.EndPointWorldPose; // Update the grab object's rotation. this.transform.rotation = pose.rotation * this._initialGrabRotation; // Update the grab object's position. this.transform.position = pose.position + (this.transform.rotation * this._initialGrabOffset);...
// Create a local anchor, perhaps by hit-testing and spawning an object within the sceneVector3 hitPosition =newVector3();#ifUNITY_ANDROID || UNITY_IOSVector2 screenCenter =newVector2(0.5f,0.5f); List<ARRaycastHit> aRRaycastHits =newList<ARRaycastHit>();if(arRaycastManager.Raycast(screen...
Sorting layers draw in order of definition. When you add other layers (in Edit | Project Settings | Tags and Layers), Unity draws out any object it finds on the Default layer first (then Order in Layer takes over, and then the Transform’s Z position value) , then Background, then Pl...
direction = touch.position - startPosition; // Handle touch movement (e.g., drag an object, get dorection of drag). break; case TouchPhase.Stationary: // Handle a stationary touch (e.g., long-press actions). break; case TouchPhase.Ended: ...
rather than having to divide pixels by 2. So I can easily place an object in the middle of the screen by using (.5, .5) as its position. World space refers to the absolute positioning of an object in a game based on three coordinates, (0, 0, 0). All top-level game objects in...
#include"UnityCG.cginc"struct appdata{float4 vertex:POSITION;float2 uv:TEXCOORD0;};struct v2f{float2 uv:TEXCOORD0;float3 factor:TEXCOORD1;float4 vertex:SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;v2fvert(appdata v){v2f o;o.vertex=UnityObjectToClipPos(v.vertex);o.uv=TRANSFORM_...
Vector3 pos = this.transform.position; Vector3 screenPos =Camera.main.WorldToScreenPoint(pos);if(screenPos.x <0||screenPos.x >Screen.width)// 左右边{ Debug.Log("出界了"); } 键盘输入 与鼠标输入类似 Input.GetKeyDown(keycode)按下事件 ...
屏幕后处理效果(screen post-processing effects)常用于实现屏幕特效 ,可以利用渲染纹理实现一些屏幕后处理效果 屏幕后处理:在渲染完整个场景得到屏幕图像后,再对这个图形进行操作,实现各种屏幕特效,如景深(Depth of Field)、运动模糊(Motion Blur)... 12.1 建立一个基本的屏幕后处理脚本系统 ...
Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.屏幕空间点转换为矩形变换内部的本地位置,该点在它的矩形平面上。The cam parameter should be the camera associated with the screen point. For a RectTransform in ...