11 2012 档案

摘要:正交相机下的结果Shader "Cg discard" { SubShader { Pass { Cull Off // turn off triangle culling, alternatives are: // Cull Back (or nothing): cull only back faces // Cull Front : cull only front faces CGPROGRAM #pragma vertex vert #pragma fragment... 阅读全文
posted @ 2012-11-27 22:48 U_探索 阅读(4156) 评论(0) 推荐(0)
摘要:Shader "CG shader"{ Properties { _Point ("a point in world space", Vector) = (0., 0., 0., 1.0) _DistanceNear ("threshold distance", Float) = 5.0 _ColorNear ("color near to point", Color) = (0.0, 1.0, 0.0, 1.0) _ColorFar ("color far from point", Color 阅读全文
posted @ 2012-11-27 20:53 U_探索 阅读(928) 评论(0) 推荐(0)
摘要:说起unity调ios插件,好多淫比较头痛,探索再此给大家献上通用手册。首先:需要需要一些OC知识,在OC中所有的界面都是基于View显示的,而要使用第三方提供的ios sdk 仅需简单修改源代码,把相应view添加到unity build出来的xcode工程的根view上即可。也许有人在骂,这不废话,跟没说一样,我坦然接受,因为确实没有干活。下面给大家实例分析一下:首先要了解Unity发出来xcode工程的结构。 注意红框和绿框,其中红框在此没用,可以忽略。焦点放在绿框上,UIApplicationMain(argc, argv, nil, @"AppController" 阅读全文
posted @ 2012-11-22 23:55 U_探索 阅读(6573) 评论(1) 推荐(0)
摘要:原文地址:http://en.wikibooks.org/wiki/Cg_Programming/Programmable_Graphics_PipelineIn the following diagram, programmable stages are represented by green boxes, fixed-function stages are represented by gray boxes, and data is represented by blue boxes. 阅读全文
posted @ 2012-11-18 21:14 U_探索 阅读(269) 评论(0) 推荐(0)