<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[LHXvs2015的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/LHXvs2015</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; LHXvs2015]]></copyright><item><title><![CDATA[UE5 SLua插件在Mac环境的支持]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/148083626</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/148083626</guid><author>LHXvs2015</author><pubDate>Tue, 20 May 2025 15:18:26 +0800</pubDate><description><![CDATA[本文描述了在Mac M1芯片上使用UE5项目导入SLua插件时遇到的编译问题及其解决方案。首先，遇到一个关于log代码的断言报错，提示%s期望TCHAR*类型，建议使用%hs替代const char*。解决此问题后，又出现了一个关于找不到arm64架构的链接错误，提示多个文件架构为x86_64，而需要的是arm64。这些问题可能与Mac M1芯片的架构兼容性有关，需进一步调整编译环境或重新编译相关库以支持arm64架构。]]></description><category></category></item><item><title><![CDATA[C#实现时间轮定时器]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/129726697</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/129726697</guid><author>LHXvs2015</author><pubDate>Thu, 23 Mar 2023 16:14:55 +0800</pubDate><description><![CDATA[C#实现时间轮定时器。
最近了解了时间轮定时器原理和linux内核用c语言实现的时间轮定时器源码之后。按照自己的理解，突发奇想 自己用C#来实现一遍。]]></description><category></category></item><item><title><![CDATA[Unity 透明边缘发光Shader]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/123416273</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/123416273</guid><author>LHXvs2015</author><pubDate>Fri, 11 Mar 2022 09:08:23 +0800</pubDate><description><![CDATA[透明边缘发光，就像玻璃水晶一样





以下是源码：


// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "A/LightShader"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white"{}
        _MainColor("MainColor", Color) = (1, 1, 1, 1)
        _Em.]]></description><category></category></item><item><title><![CDATA[Unity 水纹/溶解 Shader]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/123367761</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/123367761</guid><author>LHXvs2015</author><pubDate>Wed, 09 Mar 2022 08:15:14 +0800</pubDate><description><![CDATA[如下：


Shader "A/WaveShader"
{
    Properties
    {
        _MainTex("MainTex", 2D) = "white"{}
        _NoiseTex("NoiseTex", 2D) = "white"{}
        _Cutout("Cutout", Range(-0.1, 1.1)) = 0.0
        _Speed("Speed", Vector) = (1, 1, 0, 0)
    }
    SubShade]]></description><category></category></item><item><title><![CDATA[Unity双面材质Shader]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/123353941</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/123353941</guid><author>LHXvs2015</author><pubDate>Tue, 08 Mar 2022 15:07:08 +0800</pubDate><description><![CDATA[Unity双面材质Shader。

正面渲染支持漫反射贴图、法线贴图、高光度等。背面渲染支持漫反射贴图。

Shader代码如下：


Shader "LiangHaoXiangShaders/DoubleFace" 
{
	Properties
	{
		_Color("Main Color", Color) = (1,1,1,1)
		_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
		_Shininess("Shininess", Ra]]></description><category></category></item><item><title><![CDATA[There is a problem with this Windows Installer package...的安装报错]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/122376226</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/122376226</guid><author>LHXvs2015</author><pubDate>Sat, 08 Jan 2022 09:39:32 +0800</pubDate><description><![CDATA[win10安装msi的时候，会有以下报错：

There is a problem with this Windows Installer package. A program run as part of the setup did not finish as expected. Contact your support personnel or package vendor.



解决办法是：

打开任务管理器，点击"文件"选项卡

然后，选择“运行新任务”



勾选“以系统管理权限创建此任务”

]]></description><category></category></item><item><title><![CDATA[Blender源码探究之布料解算（三）——力学探索]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/122177252</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/122177252</guid><author>LHXvs2015</author><pubDate>Mon, 27 Dec 2021 18:21:32 +0800</pubDate><description><![CDATA[关于力学的源码探索，涉及数学和物理相关知识]]></description><category></category></item><item><title><![CDATA[Blender源码探究之布料解算（二）——耗时检测]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/122176863</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/122176863</guid><author>LHXvs2015</author><pubDate>Mon, 27 Dec 2021 17:38:51 +0800</pubDate><description><![CDATA[布料解算的耗时检测]]></description><category></category></item><item><title><![CDATA[Blender源码探究之布料解算（一）——源码定位]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/122085405</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/122085405</guid><author>LHXvs2015</author><pubDate>Wed, 22 Dec 2021 15:11:36 +0800</pubDate><description><![CDATA[探索Blender源码，做做笔记]]></description><category></category></item><item><title><![CDATA[系统找不到zlib.dll文件的解决方法。zlib编译和使用]]></title><link>https://blog.youkuaiyun.com/LHXvs2015/article/details/120674525</link><guid>https://blog.youkuaiyun.com/LHXvs2015/article/details/120674525</guid><author>LHXvs2015</author><pubDate>Sat, 09 Oct 2021 17:02:58 +0800</pubDate><description><![CDATA[我在配置OpenGL的assimp库时遇到如下问题，说找不到zlib.dll文件。在网上搜了很多方法都难以解决，要么就是下载的zlib.dll的位数不是64位，要么就是别的问题。于是经过不断探索终于找到了解决方法。





可以先参考以下网址的3、4、5、6步骤。

zlib1.2.11静态编译 - yangjinbang - 博客园 (cnblogs.com)https://www.cnblogs.com/yangjinbang/p/8330786.html

进入正题：

打开cmd， cd进入下..]]></description><category></category></item></channel></rss>