Not reproducible on: No other environment tested Note: Full error message: {noformat} RenderTexture.Create failed: Texture must have width greater than 0. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&){noformat}Log in to vote on this issue...
if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the desiredTextureMemory value to match the total memory needed.The desiredTextureMemory value can be greater than the Texture.targetTextureMemory value. ...
Note:To use this setting, you must enable theTexture Mipmap Streaming Qualitysetting. Streaming PrioritySet the priority for all lightmaps in theMipmap Streaming system. Unity applies this setting to all lightmaps when it generates them.
[Optional] To use the full functions of this project, please also do:Window-Saints-Enable SaintsEditor. Note this will break your existing Editor plugin likeOdinInspector,NaughtyAttributes,MyToolbox,Tri-Inspector. If you're usingunitypackageor git submodule, but you put this project under another ...
These ‘lightmaps’ can include both the direct light which strikes a surface and also the ‘indirect’ light that bounces from other objects or surfaces within the scene. This lighting texture can be used together with surface information like color (albedo) and relief (normals) by the ‘Sha...
1.一个shader中可以写多个SubShader,unity在运行时会根据运行环境选择最优的SubShader;一个SubShader中可以写多个Pass,这些Pass会依次执行。对于一个shader,我们大致分为三部分:Properties、SubShader和Pass 2.Properties 通过脚本去使用属性: 通过Cg代码去使用属性: ...
说实话,这里我有点不明白,注释中”requires gamma-corrected colors“和” non-sRGB texture“的具体原因。不过在sRGB空间下,应该可以检测到更多人眼可以观察到的边缘。 上面这段,我们计算了当前位置与左边和上边的颜色差值,选取RGB通道中最大的差值绝对值,分别存放在delta的xy中。如果两个方向上,有任意一方向这个...
NativeGallery.ImageProperties NativeGallery.GetImageProperties( string imagePath ): returns anImagePropertiesinstance that holds the width, height, mime type and EXIF orientation information of an image file without creating aTexture2Dobject. Mime type will benull, if it can't be determined ...
width, Screen.height, RenderTextureFormat.ARGB32); d.dimension = TextureDimension.Tex2DArray; d.volumeDepth = 2; // We will have 2 slices (I.E. 2 textures) in our texture array. renderTextureArray = new RenderTexture(d); renderTextureArray.Create(); renderTextureArray.name = "My Render ...
Texture Width/Texture Height Displays the texture atlas width and height specified in the Atlas Resolution settings when the font Asset was created. Scale X/Scale X Set multipliers for the SDF scale.When set to 0, characters are rendered as blocks.Negative values soften the characters, wh...