在profiler下的的Not Saved 有些时候RenderTexture里出现_CameraColorAttachmentA 和 _CameraColorAttachmentB 是Unity中用于渲染相机图像的RenderTexture。它们通常用于存储相机渲染的颜色信息。 通常情况下,_Ca…
unity, 内存profile,ImageEffects Temp和Unity GI SystemTex RGBM 最近用unity的Profiler对公司项目进行内存profile,发现一些问题,记录一下。 用Memory Area的Detailed View,用法见:http://docs.unity3d.com/Manual/ProfilerMemory.html 一, 可以看到Not Saved->RenderTexture下有两个ImageEffects Temp。想不出它们是因...
Create Actually creates the RenderTexture. DiscardContents Hint the GPU driver that the contents of the RenderTexture will not be used. GenerateMips Generate mipmap levels of a render texture. GetNativeDepthBufferPtr Retrieve a native (underlying graphics API) pointer to the depth buffer resource. Is...
Fixed a bug where the SAC replay buffer would not be saved out at the end of a run, even ifsave_replay_bufferwas enabled. (#5205) ELO now correctly resumes when loading from a checkpoint. (#5202) In the Python API, fixedvalidate_actionto expect the right dimensions whenset_action_singl...
RenderTextureclass in UnityEngine / Inherits from:TextureDescription 渲染纹理是可对其进行渲染的纹理。 它们可用于实现基于图像的渲染特效、动态阴影、投影器、反射或监视摄像机。渲染纹理的一个典型用法是将其设置为摄像机的“目标纹理”属性 (Camera.targetTexture),这将使摄像机渲染到纹理,而不是渲染到屏幕。请...
// Saved in Blit.cs public class Blit : ScriptableRendererFeature { public class BlitPass : ScriptableRenderPass { public enum RenderTarget { Color, RenderTexture, } public Material blitMaterial = null; public int blitShaderPassIndex = 0 ; ...
hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name 对象的名称。 Public Functions BroadcastMessage 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 CompareTag 此游戏对象是否使用 tag 进行了标记? GetComponent 如果游戏对象附加了类型为 ...
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user? nameThe name of the object. Public Methods GetInstanceIDGets the instance ID of the object. ToStringReturns the name of the object. Static Methods
RenderTexture activeTextrue = RenderTexture.active; //渲染指定范围的rt,并记录范围内所有rgb像素值 _camera.targetTexture = rt; _camera.Render(); RenderTexture.active = rt; Texture2D texture = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); ...
RenderTextureDescriptor Resolution ResourceRequest Resources ResourcesAPI Rigidbody Rigidbody2D RuntimeAnimatorController ScalableBufferManager Screen ScreenCapture ScriptableObject SecondarySpriteTexture Security Shader ShaderVariantCollection SkeletonBone SkinnedMeshRenderer Skybox SleepTimeout SliderJoint2D Snapping Social...