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如何查看unity工程用的哪个版本
第一次想要知道直接从工程看用的Unity版本找了半天都是这样的回答ProjectSetting.asset打开看最后发现变了原来是ProjectSettings\ProjectVersion.txt变来变去的真讨厌:(原创 2020-09-24 08:32:31 · 8826 阅读 · 0 评论 -
Shader判断点是否在矩形中
弄物体的outline时需要去掉内部某些有边缘区域的outline,这可以根据uv来做,用if影响性能所以用step函数https://stackoverflow.com/questions/12751080/glsl-point-inside-box-test/37426532float insideBox(vec2 v, vec2 bottomLeft, vec2 topRight) { vec2 s = step(bottomLeft, v) - step(topRight, .转载 2020-09-19 11:20:09 · 1024 阅读 · 0 评论 -
Unity换装生成备份
using System.Collections;using System.Collections.Generic;using UnityEngine;using static switchArrays;public class uniteGenerate : MonoBehaviour{ int[] idArr = new int[sMax]{ 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, }; st.原创 2020-08-31 21:46:32 · 229 阅读 · 0 评论 -
Unity销毁对象的问题
最近踩了一点坑,对象有时立即销毁比较好,不然有奇怪的错误发生,比如骨骼替换,之前的最好parent=null,然后Destroy(obj),如果只写Destroy的话,由于Destroy是延迟销毁对象,那么新骨骼Instantiate到和旧骨骼同一parent就会有问题。...原创 2020-08-31 13:28:09 · 855 阅读 · 0 评论 -
unity多个贴图shader
在一个Material上放多个贴图的测试,比如一个plane上放四个贴图Shader "__aaa"{ Properties { _MainTex ("Texture", 2D) = "white" {} _MainTex2 ("Texture", 2D) = "white" {} _MainTex3 ("Texture", 2D) = "white" {} _MainTex4 ("Texture", 2D) = "white" {} }原创 2020-06-01 12:00:31 · 2529 阅读 · 1 评论 -
unity雾shader
Shader "Custom/fogTest"{ Properties { [Header(Textures and color)] [Space] _MainTex ("Fog texture", 2D) = "white" {} [NoScaleOffset] _Mask ("Mask", 2D) = "white" {} _Color ("Color", color) = (1., 1., 1., 1..转载 2020-05-25 13:42:49 · 794 阅读 · 0 评论 -
unity修改导入模型的默认scale factor
using UnityEngine;using UnityEditor;class MeshPostprocessor : AssetPostprocessor { void OnPreprocessModel () { (assetImporter as ModelImporter).globalScale = 0.01f; }}MeshPostprocessor.cs放到Assets\Editor下,这样子导入模型后默认的scale factor就是0.01了...原创 2020-05-21 18:36:49 · 1755 阅读 · 0 评论