Sometimes when I look at the world, I can see a line behind it.

Depth Peeling


2018-10-10 17:16:03

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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 ...

2018-07-06 12:08:40

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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, ...

2018-01-05 11:33:28

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1、Concatenation is the process of appending one string to the end of another string. When you concatenate string literals or string constants by us...

2017-10-13 21:04:33

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参考: https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-state http://media.steampowered.com/apps/steamdevdays/sl...

2017-08-29 10:53:44

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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...

2017-08-02 11:34:45

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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 ...

2017-07-03 21:07:30

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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. Th...

2017-03-19 22:46:14

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Null check not work for GameObject sometimes

Example Code:       void Test(object obj)             {                 if (obj == null) {                     //Something to do                 }   ...

2017-02-10 15:07:18

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2016-10-23 14:50:09

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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_...

2016-07-20 11:03:13

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Shader Depth Offset [Polygon Offset]

Offset Factor, Units factor Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0. units...

2016-07-11 15:19:58

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故事开始于Unity Doc中关于Half的进度的解释 Medium precision: half Medium precision floating point value; generally 16 bits (range of –60000 to +60000, with ab...

2016-06-30 21:43:31

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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

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Serialization Best Practices

Unity Serialization So you are writing a really cool editor extension in Unity and things seem to be going really well. You get your data structures...

2016-03-30 15:57:53

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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...

2016-03-19 10:22:02

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Default Access Modifiers (C#)

Short answer: minimum possible access  Long answer: Non-nested types, enumeration and delegate accessibilities (may only have internal or public a...

2016-02-16 09:48:13

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GTA V - Graphics Study

Part 1: Dissecting a Frame http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ Part 2: LOD and Reflections http://www.adriancour...

2016-01-05 12:25:28

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Edge Padding


2015-11-02 16:52:13

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Mesh Simplification Algorithm

http://research.microsoft.com/en-us/um/people/hoppe/newqem.pdf http://www.melax.com/gdmag.pdf?attredirects=0

2015-10-21 14:18:51

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