[MarshalAs(UnmanagedType.I1)]
Indicates how to marshal the data between managed and unmanaged code.
[ExecuteAlways]
Makes instances of a script always execute, both as part of Play Mode and when editing.
TextAsset
Text Assets are a format for imported text files. When you drop a text file into your Project Folder, it will be converted to a Text Asset. The supported text formats are:
.txt
.html
.htm
.xml
.bytes
.json
.csv
.yaml
.fnt
XPath
XML Path Language
使用**tagName[@attributeName=’a’]**取特定子节点
使用”@”取属性节点
C# @string
逐字字符串(不进行转义),正则表达式中经常需要使用
XmlDocument.Save(XmlWriter)
保存Xml文件
TRANSFORM_TEX ()
简单来说,TRANSFORM_TEX主要作用是拿顶点的uv去和材质球的tiling和offset作运算, 确保材质球里的缩放和偏移设置是正确的。
下面这两个函数是等价的:
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); |
_MainTex_ST.xy是tiling
_MainTex_ST.zw是offset
如果Tiling 和Offset你留的是默认值,即Tiling为(1,1) Offset为(0,0)
UnityCG.cginc
// Transforms 2D UV by scale/bias property |
预编译符号##和#
##:预编译时将符号直接拼接
#:预编译时将符号转为字符串
CustomEditor “C#ScriptName”
自定义shader材质编辑面板
Load (DirectX HLSL Texture Object)
顶点着色器中获取纹理
UnpackNormalmapRGorAG Function in UnityCG.cginc
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) |