摘要:
using UnityEditor; using UnityEngine; using System.Collections; using Edelweiss.CloudSystem; namespace Edelweiss.CloudSystemEditor { public class Outp 阅读全文
摘要:
Shader "Custom/LightPoint" { Properties { _MainTex ("Main Tex", 2D) = "white" {} _Color ("Color Tint", Color) = (1, 1, 1, 1) } SubShader { Tags {"Queue"="Transpare... 阅读全文
摘要:
1 // 2 // Author: 3 // Andreas Suter (andy@edelweissinteractive.com) 4 // 5 // Copyright (C) 2011-2012 Edelweiss Interactive (http://www.edelweissinteractive.com) 6 // 7 8 using UnityEngin... 阅读全文
摘要:
首先定义一个cginc文件如下所示: 然后引用如下: 阅读全文
摘要:
1.先来一段单张纹理贴图的shader示例代码: 1 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 3 Shader "Custom/MyShader"{ 4 Properti 阅读全文
摘要:
原链接:http://www.cnblogs.com/oilcode/p/6927951.html 阅读全文
摘要:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class CombineMesh : EditorWindow { [MenuItem("地图/合并Mesh")] static void AddWindow() ... 阅读全文
摘要:
Shader编写通常会遇到语义 1 float4 vert(float4:POSITION):SV_POSITION 2 { 3 return mul(UNITY_MATRIX_MVP,v); 4 } POSITION与SV_POSITION都是Cg/HLSL中的语义,是不可省略的。 float4: 阅读全文
摘要:
1 using System.Collections; 2 using System.Collections.Generic; 3 using UnityEngine; 4 5 public class test : MonoBehaviour 6 { 7 public Transform parent; //这个parent下面挂着四个物体 8 publ... 阅读全文
摘要:
如图所示,c#脚本控制shader颜色。 阅读全文