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随笔分类 -  Unity

摘要:编译出xcode工程后 Add the UIFileSharingEnabled key to your app’s Info.plist file, and set the value of the key to YES. 阅读全文
posted @ 2019-12-20 19:03 SITT 阅读(265) 评论(0) 推荐(0)
摘要:只有阴影pass,请自行合并,需要指定高度,忽略深度检测,需要控制好排序,或者去掉忽略,视情况而定,最后我觉得还是shadowmap好 Shader "Custom/MeshShadow" { Properties { _ShadowOffset("ShadowOffset",vector) = ( 阅读全文
posted @ 2016-01-30 16:59 SITT 阅读(989) 评论(0) 推荐(0)
摘要:using UnityEngine;using System.Collections;[RequireComponent (typeof (MeshFilter))]public class BlendShape : MonoBehaviour{ public Mesh[] meshs; ... 阅读全文
posted @ 2015-12-03 10:34 SITT 阅读(1989) 评论(0) 推荐(0)
摘要:static void PrintProperty () { if(Selection.activeObject == null) return; SerializedObject so = new SerializedObject (Selection.a... 阅读全文
posted @ 2015-10-22 09:36 SITT 阅读(878) 评论(2) 推荐(0)
摘要:UIFont里使用Symbols来指定字体时用Sprite前缀和名字自动分配的工具,前段时间工作需要时写的,具体用法有空时再写。using UnityEngine;using UnityEditor;using System.Collections.Generic;public class Pars... 阅读全文
posted @ 2015-10-21 17:07 SITT 阅读(542) 评论(0) 推荐(0)
摘要:细节慢慢补充,有几个需要注意的地方,必须要有接收投影的pass也就是Name是ShadowCollector的,必须添加#pragma multi_compile_fwdbase,物体的着色器必须有Tag 里面的 {"LightMode" = "ForwardBase"}。处理投影要在接收投影的物体... 阅读全文
posted @ 2015-08-03 14:59 SITT 阅读(6635) 评论(0) 推荐(0)
摘要:unity编辑器在运行状态时,prefab的apply按钮就消失了,其实此时代码访问的话是有效的。代码如下,将会给transform的右键增加一个save prefab的选项。using UnityEngine;using UnityEditor;using System.Collections;s... 阅读全文
posted @ 2015-07-20 16:49 SITT 阅读(10535) 评论(0) 推荐(0)

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