05 2014 档案

摘要:纹理旋转实现思路:纹理坐标*平移矩阵*旋转矩阵(类似顶点旋转);矩阵一般要求中心点为(0,0) 而纹理中心点默认(0.5,0.5);所以先得平移到(0,0);可以考虑乘以平移矩阵[1,0,0,0,1,0,-0.5,-0.5,1]也可以直接简化 (texcoord.x-0.5,texcoord.y-0... 阅读全文
posted @ 2014-05-20 12:00 U_探索 阅读(2621) 评论(0) 推荐(0)
摘要:继承IComparable#region IComparable public int CompareTo(object obj) { if(obj is SceneAsset) { SceneAsset tempAsset = obj as SceneAsset; return th... 阅读全文
posted @ 2014-05-12 16:32 U_探索 阅读(327) 评论(0) 推荐(0)
摘要:本篇研究 暴走武侠 效果。直接贴代码Shader "Cg shader with single texture" { Properties { _MainTex ("Texture Image", 2D) = "white" {} _MainTex1 ("Texture I... 阅读全文
posted @ 2014-05-10 14:02 U_探索 阅读(1489) 评论(0) 推荐(0)