Version:2018.2 语言:中文 NativeArray<T0>.ToArray public T[]ToArray(); 返回 T[]数组。 描述 将NativeArray 转换为数组。
定义第一个subpass的颜色输出,分别输出albedo和emission,数字是在上面定义的renderPassAttachments中的索引: NativeArray<int> renderPassColorAttachments = new NativeArray<int>(2, Allocator.Temp); renderPassColorAttachments[0] = 0; renderPassColorAttachments[1] = 1; 1. 2. 3. 定义第二个subpass的输入,...
摘要:JobSystem测试性能较低原因: 每帧重新构建整个 TransformAccessArray 每帧重建整个 NativeArray 数据 但我们通常都是动态添加删除Transform,无法做到静态。下面是解决问题的一些思路跟示例。 仅使用 TransformAccessArray.Allocat 阅读全文 posted @ 2024-09-03 14:29 Flamesky 阅读(183) 评论(0) 推荐(0) 编辑...
// get the real index from the visibility buffer indirection int visibleId = brg_visibility_array[GPU_instanceId]; uint base = (metadata_baseColor&0x7ffffffc); uint offset = visibleId * sizeof(baseColor); // fetch data from a custom array in BRG raw buffer baseColor = brg_raw_buffer...
所以首先OnCreate()中通过Component的Type创建一个EntityQuery,这个可以用来找到目标Component或是含有目标Component的所有Entity。 我用了query.ToComponentDataArray,可以直接把所有Event Component收集起来装进NativeArray里。 接着每个Event中,我首先通过ForEach找目标Spawner的Entity,再ForEach找目标炮塔的Entity,接着把Event...
本文的Physical Texture是使用的TextureArray纹理数组格式,主要是想着不希望更新一小块的Page导致整张RT被Load/Store,还有就是提高实时压缩的效率(后面会提到)。 usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.Experimental.Rendering;publicclassVTPhysicalTable{publicclassTile{publi...
Clear(); } void SetupLights (bool useLightsPerObject) { NativeArray<VisibleLight> lights = cullingResults.visibleLights; //简写了代码 for(int i = 0;i < lightCount;i++){ switch(lights[i].type){ //直接光 case LightType.Directional: //方向光上限,往往是4 if (dirLightCount < maxDir...
longwritten=0;foreach(varchunkinarray){// do anythingwritten+=chunk.Length;} Getting a pointer is almost the same as getting an array. It can be passed as is or with an indexer. // buffer = NativeArray<byte>fixed(byte*p=buffer){}fixed(byte*p=&buffer[42]){} ...
本篇文章的内容以各种tips为主,不间断更新 2025/01/02 最近更新:执行Job操作时,可用BurstCompile属性指定float精度等设置 1.Unity Runtime Tips 比较两个集合结构上是否相等 int[] array1 = { 1, 2, 3 }; int[] arra
DrawMeshInstanced() takes a Matrix4x4[], nothing else, so we’ll have to copy our NativeArray to a managed array. We have to respect the batch size of 1022, so we have to use NativeSlice to take 1022-element slices of our NativeArray. NativeSlice.CopyTo() copies element by element, and...