2020年12月的文章

Unity 播放全景视频

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用来在球中播放全景视频

方法一:C# 法线翻转


转自:https://blog.csdn.net/ch080239/article/details/52099544

int[] triangles = gameObject.GetComponent<MeshFilter>().mesh.triangles;
     for (int i = 0; i < triangles.Length; i += 3)
     {
         int t = triangles[i];
         triangles[i] = triangles[i + 2];
         triangles[i + 2] = t;
     }
gameObject.GetComponent<MeshFilter>().mesh.triangles = triangles;



方法二:Shader

哪里找的忘记了...

Shader "Unlit/VRShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
        Cull Front //剔除正面,用于看到球体的内

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {

                float u_x=1-i.uv.x;    //因为球的内部是像镜子一样反着的
                float u_y=i.uv.y;      //所以要改变其uv坐标
                i.uv=float2(u_x,u_y);  //只改变x,就行了,

                fixed4 col = tex2D(_MainTex, i.uv);
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}

Unity 使用泛型方法AddComponent

0 条评论 Unity Unity 泛型 帅木
使用泛型添加组件:
private T AddComponent<T>(GameObject obj) where T : Component
    {
        if (obj.GetComponent<T>() == null)
        {
            return obj.AddComponent<T>();
        }
        else
        {
            return obj.GetComponent<T>();
        }
    }