简述 Unity supports different Rendering Paths. You should choose which one you use depending on your game content and target platform / hardware. Different rendering paths have different performance characteristics that mostly affect Lights and Shadows…
Choosing a Rendering Path 选择渲染路径 Unity supports a number of rendering techniques, or ‘paths’. An important early decision which needs to be made when starting a project is which path to use. Unity’s default is 'Forward Rendering”. Unity支持许多渲染技术或“路径…
http://docs.unity3d.com/Manual/SL-SurfaceShaders.html 一:surface shader是啥 Writing shaders that interact with lighting is complex. There are different light types, different shadow options, different rendering paths (forward and deferred rendering), an…
Graphics Contexts Graphics contexts are a fundamental part of the drawing infrastructure in Cocoa applications. As the name suggests, a graphics context provides the context for subsequent drawing operations. It identifies the current drawing destina…
Unity Manual 用户手册 Welcome to Unity. 欢迎使用Unity. Unity is made to empower users to create the best interactive entertainment or multimedia experience that they can. This manual is designed to help you learn how to use Unity, from basic to advanced tech…
Writing Surface Shaders Writing shaders that interact with lighting is complex. There are different light types, different shadow options, different rendering paths (forward and deferred rendering), and the shader should somehow handle all that compl…
[Writing Surface Shaders] Writing shaders that interact with lighting is complex. There are different light types, different shadow options, different rendering paths (forward and deferred rendering), and the shader should somehow handle all that com…
[Shaders] 1.Vertex-Lit,顶点光照着色器. Vertex-Lit is one of the simplest shaders. All lights shining on it are rendered in a single pass and calculated at vertices only. Because it is vertex-lit, it won't display any pixel-based rendering effects, such as l…
Flipboard launched during the dawn of the smartphone and tablet as a mobile-first experience, allowing us to rethink content layout principles from the web for a more elegant user experience on a variety of touchscreen form factors. Now we’re coming…
关于<Thinking in Unity3D> 笔者在研究和使用Unity3D的过程中,获得了一些Unity3D方面的信息,同时也感叹Unity3D设计之精妙.不得不说,笔者最近几年的引擎研发工作中,早已习惯性的从Unity3D中寻找解决方案. Unity3D虽比不上UE那么老练沉稳,气势磅礴.也比不上CE那样炫丽多姿,盛气凌人.但它的发展势如破竹,早已遍地生花!故而在此记录一些自己的心得体会,供大家参详交流.若有欠妥之处,还望各位及时指正. Thinking in Unity3D由一…
Given a binary tree, return all root-to-leaf paths. For example, given the following binary tree: 1 / \ 2 3 \ 5 All root-to-leaf paths are: ["1->2->5", "1->3"] 这道题给我们一个二叉树,让我们返回所有根到叶节点的路径,跟之前那道Path Sum II 二叉树路径之和之二很类似,比那道稍微简单一…
Follow up for "Unique Paths": Now consider if some obstacles are added to the grids. How many unique paths would there be? An obstacle and empty space is marked as 1 and 0 respectively in the grid. For example, There is one obstacle in the middl…
A robot is located at the top-left corner of a m x n grid (marked 'Start' in the diagram below). The robot can only move either down or right at any point in time. The robot is trying to reach the bottom-right corner of the grid (marked 'Finish' in t…