摘要: Time.y = Time.timeSinceLevelLoad 阅读全文
posted @ 2016-08-24 17:15 00000000O 阅读(401) 评论(0) 推荐(0)
摘要: Shader "Custom/Exam1" {Properties {_MainTex ("Texture", 2D) = "white" { }}SubShader{pass{CGPROGRAM#pragma vertex vert#pragma fragment ... 阅读全文
posted @ 2016-08-24 16:30 00000000O 阅读(364) 评论(0) 推荐(0)
摘要: Shader "Sprites/Default"{ Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,... 阅读全文
posted @ 2016-08-24 16:02 00000000O 阅读(497) 评论(0) 推荐(0)
摘要: http://blog.sina.com.cn/s/blog_471132920101d8z5.htmlAlpha Blending,中文译作Alpha混合Blending就是控制透明的。处于光栅化的最后阶段。这里例如我们给一个模型贴一个材质,那么在某个点计算出来颜色... 阅读全文
posted @ 2016-08-24 15:47 00000000O 阅读(755) 评论(0) 推荐(0)