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转载 Pre-multiplied Alpha blending
Standard Alpha blendinguses this formula:result = foreground.alpha * foreground + (1 - foreground.alpha) * backgroundThis is a linear interpolation between the foreground and background colours, using the foreground's alpha as the interpolation weig.
2020-10-30 17:39:45
31
转载 Understanding Memory on iOS
Understanding Memory on iOS- What kind of memory?• Physical/Resident Memory• Graphics Memory• Virtual Memory• Malloc Heap• Dirty Memory• Native Memory• Mono HeapPhysical Memory (RAM)• The total amount of memory on-chip• ...
2020-08-06 16:18:40
81
转载 Albedo chart
General PBR infoPhysically based rendering (PBR) is a subset of computer-generated imagery that aims at production of pictures while making use of physically based shading.There's a lot of info about this theme written already, so I wouldn't copy-paste
2020-05-13 14:42:32
122
转载 Feeding a physically based shading model
Physically based rendering (PBR) require to use physical lighting setup and good spatially varying BRDF inputs (a.k.a textures) to get best results.Feeding the shading model with physically plausible data is in the hand of artists.There are many texture
2020-05-13 12:30:01
211
转载 Static Batching Breaking Problem
SymptomsMy scene contains a group of static Mesh Renderers and a dynamic/ non-static Mesh Renderer. For some reason, the static Meshes are being split into separate draw calls.CauseUnity does a ...
2019-11-27 16:28:13
100
原创 Photoshop中PNG转TGA的方法
Photoshop中PNG转TGA的方法(也可以用来查看单独的RGB通道(不透明显示))1、Layer->Layer Mask->From Transparency2、Shift-click禁用Mask可以在Photoshop中预览不透明的图像效果(类似TGA的预览效果,也可以切换到通道面板预览对应的通道)3、. 复制Layer Mask通道作为Alpha通道,然后另存为T...
2019-11-18 10:58:18
1922
转载 PNG Messy Alpha Problem - White Around Edges
The reason for this is due to how the texture image was authored, combined with the filtering that most 3d engines use when textures are displayed at different sizes on screen.Your image may have co...
2019-09-19 11:17:57
81
原创 PBR贴图校验
注:Substance中在进行校验的时候,非金属的Albedo值校验的时候,灰度值计算使用的是:Gray = (Red * 0.299 + Green * 0.587 + Blue * 0.114)金属的Specular值校验的时候,灰度值计算使用的是:Gray = (Red + Green + Blue) / 3...
2019-07-26 16:10:25
386
转载 PBR TEXTURE CONVERSION
https://marmoset.co/posts/pbr-texture-conversion/#spectometal
2019-07-18 18:08:33
133
转载 Depth Peeling
http://developer.download.nvidia.com/assets/gamedev/docs/OrderIndependentTransparency.pdf
2018-10-10 17:16:03
1576
转载 Linear Vs Gamma For Textures Of Unity Standard Material
Albedo should be sRGB, not linear. It should be noted that for the most part it's not how they're saved but how they're created eventually read. The image formats themselves don't usually have a conce...
2018-07-06 12:08:40
209
转载 Crunch compression of ETC textures
Introduction to Crunch: Compressing DXT textures.Crunch is an open source texture compression library © Richard Geldreich, Jr. and Binomial LLC, available on GitHub. The library was originally d
2018-01-05 11:33:28
1413
原创 C#字符串连接消耗
1、Concatenation is the process of appending one string to the end of another string. When you concatenate string literals or string constants by using the + operator, the compiler creates a single
2017-10-13 21:04:33
337
原创 渲染状态改变消耗详情
参考:https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-statehttp://media.steampowered.com/apps/steamdevdays/slides/beyondporting.pdf
2017-08-29 10:53:44
659
原创 CommandBuffer.Blit BuiltinRenderTextureType.CameraTarget为空的问题
当使用CommandBuffer来实现后处理的时候,发现cb.Blit(BuiltinRenderTextureType.CameraTarget,...)无效,在FrameDebug中看到传入的_MainTex为Whilte,原因:在Forward模式下,默认相机是渲染到BackBuffer,而在渲染的时候,无法直接读取BackBuffer(Deffered模式下有GBuffer),解决
2017-08-02 11:34:45
2716
转载 Animation Compression: Unity 5
Unity 5 is a very popular video game engine on mobile devices and other platforms. Being a state of the art game engine, it supports everything you might need when it comes to character animation in
2017-07-03 21:07:30
940
转载 Lighting Models and BRDF Maps
A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in U
2017-03-19 22:46:14
682
原创 Null check not work for GameObject sometimes
Example Code: void Test(object obj) { if (obj == null) { //Something to do } }When the obj is an instance of G
2017-02-10 15:07:18
808
原创 GPU截帧工具备忘
因为系统重装,需要用到GPU截帧工具来分析游戏的时候,瞎折腾了好久。一直以为自己原来用的是Nvidia的工具(因为电脑是Nviadia显卡),下载了多个版本的PerfHUD,不是本身报错,就是游戏启动报错。然后尝试SNight,也是进入到游戏之后,刚显示出HUD的时候,就报错了(尝试其他游戏是正常的)。分明记得原来自己分析过这款游戏的。后面实在没辙了,就想,换个工具吧。然后下载了GPA,一打开,看
2016-10-23 14:50:09
2218
原创 Weird Shader Problem On OpenGLES 3.0
Shader在OpenGLES2.0上显示正常,在OpenGLES3.0上显示异常(Pink)原因:struct v2f中SV_POSITION的定义放在了另外两个定义之后,似乎当SV_POSITION的定义前面有其他超过(或者等于)两个定义时候,就会出现这样的问题。解决:将SV_POSITION放到struct v2f最前面定义
2016-07-20 11:03:13
773
原创 Shader Depth Offset [Polygon Offset]
Offset Factor, UnitsfactorSpecifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.unitsIs multiplied by an implementation-specifi
2016-07-11 15:19:58
3538
1
原创 Half精度解析
故事开始于Unity Doc中关于Half的进度的解释Medium precision: halfMedium precision floating point value; generally 16 bits (range of –60000 to +60000, with about 3 decimal digits of precision).Half precision i
2016-06-30 21:43:31
7520
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原创 StaticBatchingUtility.Combine Not Working
There is a requirement for imported meshes to be usable on Combine(): "Read/Write Enabled" flag must be set on mesh import settings.
2016-05-20 15:55:52
1951
转载 Serialization Best Practices
Unity SerializationSo you are writing a really cool editor extension in Unity and things seem to be going really well. You get your data structures all sorted out are really happy with how the too
2016-03-30 15:57:53
644
原创 Change Queue Not Work In Unity Shader
Problem:It seems like there is some sort of bug with shaders / materials regarding render queues.I have shader that is set to be in Geometry+10, and another shader that is set to be in the Geome
2016-03-19 10:22:02
1108
转载 Default Access Modifiers (C#)
Short answer: minimum possible access Long answer:Non-nested types, enumeration and delegate accessibilities (may only have internal or public accessibility) | Defaul
2016-02-16 09:48:13
781
转载 GTA V - Graphics Study
Part 1: Dissecting a Framehttp://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/Part 2: LOD and Reflectionshttp://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-stu
2016-01-05 12:25:28
958
转载 Mesh Simplification Algorithm
http://research.microsoft.com/en-us/um/people/hoppe/newqem.pdfhttp://www.melax.com/gdmag.pdf?attredirects=0
2015-10-21 14:18:51
1259
原创 Unity Terrain Optimze
1、Important FactResolutionProperty:Function:Terrain WidthSize of the terrain object in its X axis (in world units).Terrain LengthSize of the terrain o
2015-10-16 11:06:21
1973
原创 Hide Warn Global In Unity
Sometime, The warn info are turn into error msg in unity's console, Although we can find the error msg in the bottom of msg's detail,But when we have a lot of warn, It can be showed until you fixed most of the warn.So we need to hide the warn infos simplel
2015-09-17 21:04:19
1291
转载 Rectangle Bin Packing
1、From:http://www.blackpawn.com/texts/lightmaps/default.htmlPop Quiz: You have 765,618 lightmaps for a scene and very few of them have power of 2 dimensions, what do you do? If your answer was t
2015-08-24 11:59:24
2213
转载 UNITY EDITOR EXTENSIONS – MENU ITEMS[详]
From:https://unity3d.com/cn/learn/tutorials/modules/intermediate/editor/menu-itemsThe Unity editor allows adding custom menus that look and behave like the built-in menus. This can be very useful
2015-08-21 11:29:36
893
转载 Measuring Performance with the Built-in Profiler[Unity]
Unity iOS and Android contain a built in profiler. The built-in profiler emits console messages from the game running on device. These messages are written every 30 seconds and will provide insight in
2015-07-01 09:38:41
1189
原创 Pixel gap / lines that appear at the edges of sprites[NGUI]
If you use texture compression, that will cause bleeding problems. And texture filtering mode is an another culprit. There are few solutions.* Use uncompressed 32 bit textures atlas with point f
2015-05-19 16:30:31
892
转载 Unity destructor Or OnDestory
In 99% of all cases you don't want to use a destructor (finalizer) at all:http://stackoverflow.com/questions/3649066/use-of-destructor-in-chttp://blog.stephencleary.com/2009/08/how-to-implement-
2015-05-04 12:10:11
907
转载 Show Dictionary in Inspector[Dictionary serialize]
ISerializationCallbackReceiver.OnBeforeSerializeDescriptionImplement this method to receive a callback after unity serialized your object.In contrast to many other programming envi
2015-04-25 12:17:46
2647
转载 Unity DEBUG DLL(C#)
Many people are writing reusable code components in external DLL files, and deploy them in their Unity project. Using UnityVS, it's also possible to debug them.Please note that UnityVS currently onl
2015-04-16 21:45:56
1204
转载 Optimizing Unity Games for Mobile Platforms
很好的一篇关于UNITY优化文章~!http://malideveloper.arm.com/downloads/Unite_2013-Optimizing_Unity_Games_for_Mobile_Platforms.pdf
2015-04-10 17:11:43
816
Unity Shaders and Effects Cookbook
2014-08-19
xak的留言板
发表于 2020-01-02 最后回复 2020-01-02
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