using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using UnityEngine.UI; public class ImageTest : MonoBehaviour { /// <summary> /// Image控件 /// </summary> private Image image; void Start() { image =
Textures bring your Meshes, Particles, and interfaces to life! They are image or movie files that you lay over or wrap around your objects. As they are so important, they have a lot of properties. If you are reading this for the first time, jump down
(版本是2018.4......翻译是自己的渣翻译水平) Unity allows you to set the level of graphical quality it attempts to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or old
学习NGUI插件的时候,突然间有一个问题为什么它这些属性可以通过弹出窗口来选中呢? 而我自己写的组件只能使用手动拖放的方式=.=. Unity开发了组件Inspector视图扩展API,如果我们要写插件方便别人来使用,使用编辑器扩展API让我们的组件显示的更华丽,使用方便 Texture弹出选择框选中图片赋值: 1个组件对应1个Edit扩展器,继承Editor必须让入Editor文件夹下 MyComponent: using UnityEngine; using System.Collectio
在unity制作自定义时,经常会遇到自定义妆容等问题,美术会提供大量的眉毛/胡子/腮红等贴图,来供用户选择. 美术给出的眉毛的小贴图如下: 在用户选用不同的胡子眉毛,可以将选定的小贴图和皮肤base贴图进行融合,得到完整的Character贴图. Method1:CPU端逐像素根据alpha通道进行叠加. public void MergeTexture_(Texture2D tt1, Texture2D tt2, int offsetX, int offsetY) { Text
https://www.cnblogs.com/eangulee/p/3877824.html unity 3d 之合并网格和贴图(combine mesh and texture) 本人是个小白,但是有个做技术的理想. 关于合并网格和贴图这个问题困扰了我好久,问群友,逛论坛,翻帖子,或者说是我的愚笨吧,不过经过努力还是我解决了,测试通过,一个8drawcall的模型,合并后降到2drawcall,当然现在移动设备的性能都比较高了,不必过多纠结于drawcall,如果没这需要请路过吧...
Unity shader error: "Too many texture interpolators would be used for ForwardBase pass" 解决方法:CGPROGRAM 下加一行:#pragma target 4.0示例如下: Ref: https://www.cnblogs.com/alps/p/7101092.html