ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma shader_feature EFFECTS_LAYER_1_OFF EFFECTS_LAYER_1_O...
此外,单一版本GetComponentInChildren()现在有一个可选的includeInactive参数。 UI /默认着色器 默认情况下不再支持在非新UI对象上使用默认新UI UI着色器。以前有一个“if”检查,以确定是否应该使用_clipRect,但出于性能原因,此检查被删除。要继续在非新的UI对象上使用新的UI着色器,您需要自己指定一个有效的clipRec...
Unity通过将拆分数据的shadowCascadeBlendCullingFactor设置为1来实现这一点。在将其应用到阴影设置之前,请在RenderDirectionalShadows中执行此操作。 (剔除偏差 0和1) 该值是一个因子,用于调制用于执行剔除的先前级联的半径。剔除时Unity是相当保守的,但是我们应该通过级联渐变比率将其降低,以确保过渡区域中的阴影投射器...
context.ExecuteCommandBuffer(cmd); cmd.Clear();#ifUNITY_EDITOR//Emit scene view UIif(cameraData.isSceneViewCamera) ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);#endifvarcullResults = context.Cull(refcullingParameters); InitializeRenderingData(settings,refcameraData,refcullResults,outvarrend...
Unity的RP使用这种方法,我们也会这样做。 1.1 阴影设置 在开始渲染阴影之前,我们首先要对阴影的质量做出一些定义,特别是要决定要渲染阴影的距离以及阴影贴图的大小。 虽然我们可以在摄像机可以看到的范围内渲染阴影,但这将需要大量的绘制和非常大的贴图才能充分覆盖该区域,这几乎是不切实际的。因此,我们为阴影引入最...
adds a polygon wrapping around tile map colliders. Contribute to CraftedPvP/Unity-URP-Shadow-Caster-Tilemap development by creating an account on GitHub.
How to reproduce: 1. Open the user's attached "URP_RectTween_BugReport.zip" project 2. Select the "Cube" GameObject in the Hierarchy window 3. Enter Play Mode 4. Press the "Show Cutscene Cam" button in the Inspector window 5. Press the "...
UnityEditorInternal.ReorderableList:DoListFooter(Rect) UnityEditorInternal.ReorderableList:DoLayoutList() UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)UnassignedReferenceException: The variable m_Cameras of UniversalAdditionalCameraData has not been assigned. You probably need to assign...
"com.unity.modules.physics2d": "1.0.0", "com.unity.modules.screencapture": "1.0.0", "com.unity.modules.terrain": "1.0.0", "com.unity.modules.terrainphysics": "1.0.0", "com.unity.modules.tilemap": "1.0.0", "com.unity.modules.ui": "1.0.0", "com.unity.modules.uielements": ...
(input.positionOS); output.positionCS = TransformWorldToHClip(output.positionWS); float3 lightDirection = _MainLightPosition.xyz; lightDirection = mul(unity_WorldToObject, float4(lightDirection.xyz, 0)).xyz; lightDirection = normalize(lightDirection); output.uv.x = GetShadowSH9(lightDirection,...