<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[angle0524的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/angle0524</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; angle0524]]></copyright><item><title><![CDATA[UnityGUI扩展实例：图片挖洞效果  Mask的反向实现]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434136</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434136</guid><author>angle0524</author><pubDate>Wed, 24 Jan 2018 10:49:00 +0800</pubDate><description><![CDATA[转载自https://www.taidous.com/forum.php?mod=viewthread&amp;fid=211&amp;tid=55259
我想大家在用uGUI做界面时，可能经常会碰到一种需求，就是在图片上“挖洞”。
说起来我们可以有几种实现方案，比如最简单的方式，直接导入带有“洞”的图片。这种方式简单，但不适合需要动态变化的场合。考虑有这种需求：当我们上线一个新功...]]></description><category></category></item><item><title><![CDATA[how to combine jpg + separate alpha in png?]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434137</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434137</guid><author>angle0524</author><pubDate>Wed, 29 Jul 2015 20:23:00 +0800</pubDate><description><![CDATA[http://www.tasharen.com/forum/index.php?topic=4018.msg19784#msg19784

I have tons of large sprites, I need to reduce the build size. The ideal is to have the color image in a jpg and the alpha...]]></description><category></category></item><item><title><![CDATA[unity 全屏乱影 BlitMultiTap]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434134</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434134</guid><author>angle0524</author><pubDate>Mon, 01 Jun 2015 14:36:00 +0800</pubDate><description><![CDATA[http://m.blog.youkuaiyun.com/blog/stalendp/40859441
官方例子AngryBots的链接地址：http://u3d.as/content/unity-technologies/angry-bots/5CF
《Unity Shaders and Effects Cookbook》的章节：
Chapter 10 Screen Effects with...]]></description><category></category></item><item><title><![CDATA[Unity Shader Billboard]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434135</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434135</guid><author>angle0524</author><pubDate>Mon, 01 Jun 2015 14:16:00 +0800</pubDate><description><![CDATA[记录来源于ShaderLab开发实战详解
Shader "Tut/Project/Billboard_1" {	Properties {		_MainTex ("Base (RGB)", 2D) = "white" {}	}	SubShader {		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="...]]></description><category></category></item><item><title><![CDATA[Unity Shaders  Vertex & Fragment Shader入门]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434132</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434132</guid><author>angle0524</author><pubDate>Thu, 21 May 2015 10:37:00 +0800</pubDate><description><![CDATA[http://blog.youkuaiyun.com/candycat1992/article/details/40212735
三个月以前，在一篇讲卡通风格的Shader的最后，我们说到在Surface Shader中实现描边效果的弊端，也就是只对表面平缓的模型有效。这是因为我们是依赖法线和视角的点乘结果来进行描边判断的，因此，对于那些平整的表面，它们的法线通常是一个常量或者会发生突变（例如立方...]]></description><category></category></item><item><title><![CDATA[Unity3d三大光照渲染介绍]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434133</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434133</guid><author>angle0524</author><pubDate>Thu, 14 May 2015 09:57:00 +0800</pubDate><description><![CDATA[重要：在目前市面上常见的游戏引擎中，主要采用以下三种灯光实现方式：
顶点照明渲染路径细节 Vertex Lit Rendering Path Details
正向渲染路径细节 Forward Rendering Path Details
延迟光照渲染路径的细节 Deferred Lighting Rendering Path Details

以unity3d为例，以下...]]></description><category></category></item><item><title><![CDATA[unity3d DefineManager 全局宏定义]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434129</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434129</guid><author>angle0524</author><pubDate>Mon, 04 May 2015 16:32:00 +0800</pubDate><description><![CDATA[/** *	Editor Wizard for easily managing global defines in Unity *	Place in Assets/Editor folder, or if you choose to place elsewhere  *	be sure to also modify the DEF_MANAGER_PATH constant. *	@kh...]]></description><category></category></item><item><title><![CDATA[Jenkins 搭建U3D自动发布 IOS]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434130</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434130</guid><author>angle0524</author><pubDate>Sat, 11 Apr 2015 11:26:00 +0800</pubDate><description><![CDATA[http://www.cnblogs.com/yinghuochong/archive/2013/09/01/3294940.html
1.安装包，工具略过。
2.插件管理

Subversion Plug-in
This plugin adds the Subversion support (via SVNKit) to Jenkins.
Testflight Plu...]]></description><category></category></item><item><title><![CDATA[Jenkins 搭建U3D自动发布 Android]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434127</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434127</guid><author>angle0524</author><pubDate>Wed, 08 Apr 2015 11:49:00 +0800</pubDate><description><![CDATA[工具【u3d相关的PostProcessBuildPlayer，PerformBuild.cs】
1.Jenkins 开源包 Java -jar jenkins.war，参考链接http://www.cnblogs.com/itech/archive/2011/11/02/2233343.html。
2.JDK
3.ANT
4.Eclipse
5.Jenkins 插件...]]></description><category></category></item><item><title><![CDATA[Color Space]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434128</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434128</guid><author>angle0524</author><pubDate>Tue, 10 Mar 2015 14:10:00 +0800</pubDate><description><![CDATA[色域（Color Space)，又被称为色彩空间，它代表了一个色彩影像所能表现的色彩具体情况。我们经常用到的色彩空间主要有RGB、CMYK、Lab等，而RGB色彩 空间又有AdobeRGB、AppleRGB、sRGB等几种，这些RGB色彩空间大多与显示设备、输入设备（数码相机、扫描仪）相关联。Adobe RGB与sRGB则是我们最为常见的，也是目前数码相机中重要的设置。 
Adobe...]]></description><category></category></item><item><title><![CDATA[Max批量导出工具]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434125</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434125</guid><author>angle0524</author><pubDate>Tue, 10 Feb 2015 10:10:00 +0800</pubDate><description><![CDATA[Max批量导出工具
http://www.paulneale.com/scripts/batchItMax/batchItMax.htm
Scripts


Batch It Max:
Batch It MaxDesigned for batch processing multiple max file with multiple scripts.Download:ba...]]></description><category></category></item><item><title><![CDATA[手游比重]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434126</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434126</guid><author>angle0524</author><pubDate>Mon, 26 Jan 2015 13:48:00 +0800</pubDate><description><![CDATA[转载于:https://www.cnblogs.com/j349900963/p/4250126.html]]></description><category></category></item><item><title><![CDATA[不得不存！UI设计新手不可错过的7条实用法则]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434122</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434122</guid><author>angle0524</author><pubDate>Mon, 26 Jan 2015 13:45:00 +0800</pubDate><description><![CDATA[http://www.gameres.com/316761.html
本文编译自 Medium，作者是一位UX（User Experience, 用户体验）设计师，他通过自己学习UI设计的过程，总结出7条实用的法则，为UI设计新手提供了宝贵的经验。

　　序言首先，明确一点，这篇文章并不是为所有人准备的，而是有特定的目标读者：


想要在开发产品时设计出好看UI的开发者。
...]]></description><category></category></item><item><title><![CDATA[Unity3D游戏在iOS上因为trampolines闪退的原因与解决办法]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434124</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434124</guid><author>angle0524</author><pubDate>Thu, 15 Jan 2015 09:38:00 +0800</pubDate><description><![CDATA[http://7dot9.com/?p=444
http://whydoidoit.com/2012/08/20/unity-serializer-mono-and-trampolines/
确定具体原因
那么好吧，打一个测试版本再来看，然后再等着崩溃，查看崩溃日志吧，最终看到的崩溃日志中，崩溃线程输出信息如下：
Thread 27 Crashed:
0 libsystem_k...]]></description><category></category></item><item><title><![CDATA[[Unity3D]引擎崩溃、异常、警告、BUG与提示总结及解决方法]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434120</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434120</guid><author>angle0524</author><pubDate>Fri, 19 Jul 2013 17:44:00 +0800</pubDate><description><![CDATA[转自http://blog.sina.com.cn/s/blog_5b6cb9500101ai9h.html
此贴会持续更新，都是项目中常会遇到的问题，总结成贴，提醒自己和方便日后检查，也能帮到有需要的同学。
若各位有啥好BUG好异常好警告好崩溃可以分享的话，请多多指教。xuzhiping7#qq.com。

1.U3D经常莫名奇妙崩溃。

一般是由于空异常造成的，多多检...]]></description><category></category></item><item><title><![CDATA[unity3d ngui 字体制作 工具与示例]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434121</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434121</guid><author>angle0524</author><pubDate>Mon, 10 Dec 2012 16:56:00 +0800</pubDate><description><![CDATA[随便找的，3800个常用字体做成PNG与txt 
制作工具用的bmfont_1.12
下载文件

http://game.ceeger.com/forum/read.php?tid=619

转载于:https://www.cnblogs.com/j349900963/archive/2012/12/10/2811667.html...]]></description><category></category></item><item><title><![CDATA[幽默的理解六种Socket I/O模型]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434119</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434119</guid><author>angle0524</author><pubDate>Tue, 15 May 2012 09:43:00 +0800</pubDate><description><![CDATA[一：select模型二：WSAAsyncSelect模型三：WSAEventSelect模型四：Overlapped I/O事件通知模型五：Overlapped I/O完成例程模型六：IOCP模型老陈有一个在外地工作的女儿，不能经常回来，老陈和她通过信件联系。他们的信会被邮递员投递到他们的信箱里。这和Socket模型非常类似。下面我就以老陈接收信件为例讲解Socket I/O模型~...]]></description><category></category></item><item><title><![CDATA[Unity3d Socket C# sourecode]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434116</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434116</guid><author>angle0524</author><pubDate>Tue, 08 May 2012 16:44:00 +0800</pubDate><description><![CDATA[Unity3d Socket sourecodehttp://www.cnblogs.com/warensoft/tag/unity3d%20http%20socket//Files/j349900963/wucl-89953.ziphttp://wucl.codeplex.com/Warensoft Unity3d Communication Libthis is a h...]]></description><category></category></item><item><title><![CDATA[Flex与c# Socket通信]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434118</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434118</guid><author>angle0524</author><pubDate>Fri, 30 Mar 2012 14:33:00 +0800</pubDate><description><![CDATA[很久以前就写了，， AS3与C#的Socket的通信，C#服务端没什么说的。as端以前用的XMLSocket，做聊天功能的时候功能基本可以用，但准备把通信内容进行加密的时候，却出现问题了C#收到的ByteArray 值总是不对。即XMLSocket以String+\0的方式发送数据。编辑后很空间出问题。最后发现XMLSocket是对Socket进行了一次封装的，针对XML文件，字符串传输...]]></description><category></category></item><item><title><![CDATA[C# 解析JSON数据格式 Mono 源码]]></title><link>https://blog.youkuaiyun.com/angle0524/article/details/101434113</link><guid>https://blog.youkuaiyun.com/angle0524/article/details/101434113</guid><author>angle0524</author><pubDate>Sat, 31 Dec 2011 16:30:00 +0800</pubDate><description><![CDATA[做unity3d 的时候 要用JSON传数据，国外一个开源网站上找到的 http://www.opensource.org/licenses/lgpl-2.1.php对自带类增加了个字符串属性 ，Mark 一下， 以后可能会用到对JSon进行解析{string encodedString = "[{\"strName\":\"0.5\",\"strScore\":300,\"...]]></description><category></category></item></channel></rss>