Mesh.SetColors public void SetColors (Color32[] inColors); public void SetColors (Color[] inColors); public void SetColors (List<Color32> inColors); public void SetColors (List<Color> inColors); public void SetColors (NativeArray<T> inColors); 参数 inColors 每顶点颜色。 描述 ...
翻译一下就是,如果一个Mesh资源已经被分配给MeshFilter的mesh属性,那么当我们在代码中第一次访问mesh属性时才正真创建了Mesh的实例;再次访问mesh属性时则直接返回这个实例,并且一旦mesh属性被访问,则与原始共享网格的链接会丢失,此时sharedMesh变成mesh的别名,如果我们想避免这种自动生成Mesh实例,可以使用sharedMesh代替。
1.MeshFilter MeshRenderer Mesh。 在unity中渲染一个Mesh需要包含MeshFilter、MeshRenderer两个组件以及一个Mesh。 Mesh:网格 作用:Mesh是指模型的网格,建模就是建网格。细看Mesh,可以知道Mesh的主要属性内容包括顶点坐标vertices,法线normals,纹理坐标uv、颜色colors,三角形绘制序列triangles等其他有用属性和功能。因此建...
I, along with just about every Unity developer I’ve ever spoken with, have lost work this way, so I change my Editor’s color to make it obvious when I’m in play mode via Edit | Preferences | Colors | Playmode tint. About Scenes Everything that runs in your game exists in a ...
This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage. Warning: If you have this setting enabled, don’t change material or shader settings at runtime. For more information, refer to PlayerSettings.stripUnusedMesh...
This structure is used throughout Unity to pass colors around. Each color component is a floating point value with a range from 0 to 1.Components (r,g,b) define a color in RGB color space. Alpha component (a) defines transparency - alpha of one is completely opaque, alpha of zero is...
Not Equal:不等于 G Equal:大于等于 Always:始终显示 Alpha Clipping: 透明通道裁剪 Cast Shadows:产生阴影 Receive Shadows:接受阴影 Fragment Normal Space:片元法线空间 Tangent:切线空间 Object:模型空间 World:世界空间 Clear Cost :清漆效果 Custom Editor GUI:自制编辑GUI ...
Skinned Mesh Renderers Blend Shapes Sparse accessors for Blend Shapes Linear and Gamma colorspace support (Gamma won't be maintained anymore) Vertex Colors Cameras (perspective, orthographic) URP and Built-In Render PipelineLearn More KHR_lights_punctual (point, spot, and directional lights) ...
For a mesh to be compatible with a SkinnedMeshRenderer, it must have multiple vertex streams: one for deformed data (positions, normals, tangents), one for static data (colors and texture coordinates), and one for skinning data (blend weights and blend indices). 将Buffer设置到material中。
{Meshmesh=CreateQuad();this.mesh=mesh;matrices=newMatrix4x4[population];Vector4[]colors=newVector4[population];block=newMaterialPropertyBlock();for(inti=0;i<population;i++){// Build matrix.Vector3position=newVector3(Random.Range(-range,range),Random.Range(-range,range),Random.Range(-range,...