Tree DistanceValue set to Terrain Tree Distance. SeeTerrain Settings. Billboard StartValue set to Terrain Billboard Start. SeeTerrain Settings. Fade LengthValue set to Terrain Fade Length. SeeTerrain Settings. MaxMeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D ...
terrainBillboardStart Value set to Terrain.treeBillboardDistance if TerrainQualityOverrides.BillboardStart is set in terrainQualityOverrides. terrainDetailDensityScale Value set to Terrain.detailObjectDensity if TerrainQualityOverrides.DetailDensity is set in terrainQualityOverrides. terrainDetailDistance Value ...
TreeOpaque: terrain engine tree bark. 地形引擎中的树皮。 TreeTransparentCutout: terrain engine tree leaves. 地形引擎中的树叶。 TreeBillboard: terrain engine billboarded trees. 地形引擎中的广告牌树。 Grass: terrain engine grass. 地形引擎中的草。 GrassBillboard: terrain engine billboarded grass. ...
master BranchesTags Code This branch is19 commits behindinsthync/awesome-unity3d:master. LICENSE Initial commit Jan 9, 2017 README.md AddMonoBehaviourTree Jan 4, 2024 Repository files navigation README License awesome-unity3d A categorized collection of awesome opensource unity3d resources (including ...
Additional Blend Tree Options 附加混合树选项翻译:bwhale Mecanim Advanced topics Mecanim进阶主题翻译:bwhale Working with Animation Curves in Mecanim (Pro only) 使用Mecanim的动画曲线(仅限Pro版本)翻译:bwhale Sub-State Machines 子状态机翻译:bwhale Animation Layers 动画层翻译:bwhale Animation State Mach...
SpeedTree: Now wind animation will not be interrupted if the tree gets out side of the view. SpeedTree: Tree casts shadow when in cross-fading to billboard Texture2D: Add Texture2D.GetRawTextureData() API UI: Allow dragging anchors outside of bounds of parent when holding down Ctrl (Cmd ...
v2f_uv vert( appdata_tree_billboard v ) { v2f_uv o; TerrainBillboardTree(v.vertex, v.texcoord1.xy); o.pos = mul( glstate.matrix.mvp, v.vertex ); o.uv = v.texcoord; COMPUTE_EYEDEPTH(o.depth); return o; } half4 frag_tree(v2f_uv i) : COLOR { ...
{ // Dependency"Tree0"="Hidden/TerrainEngine/BillboardTree"@"Dependency\s+"".*\""\s+=\s+""(.*)""", // Fallback "Diffuse" @"Fallback\s+""(.*)""",};private static void GetShaderDependencies(string assetPath,List<string> result,boolrecursive = true){ var text = File.ReadAll...
• Pixel Error:地形显示分辨率 • Base Map Dist:地形贴图的精细程度 • Cast shadows:是否显示地形的阴影 • Draw:是否显示草与网格模型 ~ 36 ~ • Detail Distance:花草的显示范围 • Detail Debsity:花草的显示密度 • Tree Distance :树木的显示范围 • Billboard Start:摄像机距离模型一段...
可以让 Unity 仅在显示设备不更新的时间段内切换帧,即所谓的 “垂直消隐” 期间。在质量设置中的V Sync Count(垂直同步计数)选项可以将帧切换与设备的垂直消隐同步,或者选项为每隔一个垂直消隐同步一次切换。如果游戏需要超过一个设备更新来完成一帧的渲染,后者可能会很有用。