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Depth Peeling

http://developer.download.nvidia.com/assets/gamedev/docs/OrderIndependentTransparency.pdf

2018-10-10 17:16:03

Linear Vs Gamma For Textures Of Unity Standard Material

Albedo should be sRGB, not linear. It should be noted that for the most part it's not how they're saved but how they're created eventually read. The image formats themselves don't usually have a conce...

2018-07-06 12:08:40

Crunch compression of ETC textures

Introduction to Crunch: Compressing DXT textures. Crunch is an open source texture compression library © Richard Geldreich, Jr. and Binomial LLC, available on GitHub. The library was originally d

2018-01-05 11:33:28

C#字符串连接消耗

1、Concatenation is the process of appending one string to the end of another string. When you concatenate string literals or string constants by using the + operator, the compiler creates a single

2017-10-13 21:04:33

渲染状态改变消耗详情

参考: https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-state http://media.steampowered.com/apps/steamdevdays/slides/beyondporting.pdf

2017-08-29 10:53:44

CommandBuffer.Blit BuiltinRenderTextureType.CameraTarget为空的问题

当使用CommandBuffer来实现后处理的时候,发现cb.Blit(BuiltinRenderTextureType.CameraTarget,...)无效,在FrameDebug中看到传入的_MainTex为Whilte, 原因: 在Forward模式下,默认相机是渲染到BackBuffer,而在渲染的时候,无法直接读取BackBuffer(Deffered模式下有GBuffer),解决

2017-08-02 11:34:45

Animation Compression: Unity 5

Unity 5 is a very popular video game engine on mobile devices and other platforms. Being a state of the art game engine, it supports everything you might need when it comes to character animation in

2017-07-03 21:07:30

Lighting Models and BRDF Maps

A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in U

2017-03-19 22:46:14

Null check not work for GameObject sometimes

Example Code:       void Test(object obj)             {                 if (obj == null) {                     //Something to do                 }             } When the obj is an instance of G

2017-02-10 15:07:18

GPU截帧工具备忘

因为系统重装,需要用到GPU截帧工具来分析游戏的时候,瞎折腾了好久。一直以为自己原来用的是Nvidia的工具(因为电脑是Nviadia显卡),下载了多个版本的PerfHUD,不是本身报错,就是游戏启动报错。然后尝试SNight,也是进入到游戏之后,刚显示出HUD的时候,就报错了(尝试其他游戏是正常的)。分明记得原来自己分析过这款游戏的。后面实在没辙了,就想,换个工具吧。然后下载了GPA,一打开,看

2016-10-23 14:50:09

Weird Shader Problem On OpenGLES 3.0

Shader在OpenGLES2.0上显示正常,在OpenGLES3.0上显示异常(Pink) 原因: struct v2f中SV_POSITION的定义放在了另外两个定义之后,似乎当SV_POSITION的定义前面有其他超过(或者等于)两个定义时候,就会出现这样的问题。 解决: 将SV_POSITION放到struct v2f最前面定义

2016-07-20 11:03:13

Shader Depth Offset [Polygon Offset]

Offset Factor, Units factor Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0. units Is multiplied by an implementation-specifi

2016-07-11 15:19:58

Half精度解析

故事开始于Unity Doc中关于Half的进度的解释 Medium precision: half Medium precision floating point value; generally 16 bits (range of –60000 to +60000, with about 3 decimal digits of precision).Half precision i

2016-06-30 21:43:31

StaticBatchingUtility.Combine Not Working

There is a requirement for imported meshes to be usable on Combine(): "Read/Write Enabled" flag must be set on mesh import settings.

2016-05-20 15:55:52

Serialization Best Practices

Unity Serialization So you are writing a really cool editor extension in Unity and things seem to be going really well. You get your data structures all sorted out are really happy with how the too

2016-03-30 15:57:53

Change Queue Not Work In Unity Shader

Problem: It seems like there is some sort of bug with shaders / materials regarding render queues. I have shader that is set to be in Geometry+10, and another shader that is set to be in the Geome

2016-03-19 10:22:02

Default Access Modifiers (C#)

Short answer: minimum possible access  Long answer: Non-nested types, enumeration and delegate accessibilities (may only have internal or public accessibility) | Defaul

2016-02-16 09:48:13

GTA V - Graphics Study

Part 1: Dissecting a Frame http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ Part 2: LOD and Reflections http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-stu

2016-01-05 12:25:28

Edge Padding

http://wiki.polycount.com/wiki/Edge_padding

2015-11-02 16:52:13

Mesh Simplification Algorithm

http://research.microsoft.com/en-us/um/people/hoppe/newqem.pdf http://www.melax.com/gdmag.pdf?attredirects=0

2015-10-21 14:18:51

xak

Sometimes when I look at the world, i can see a line behind it. ...展开 收起
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