<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[hjssss的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/hjssss</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; hjssss]]></copyright><item><title><![CDATA[python正则表达式验证]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/124845756</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/124845756</guid><author>hjssss</author><pubDate>Wed, 18 May 2022 16:41:24 +0800</pubDate><description><![CDATA[#!/usr/bin/python
# -*- coding: utf-8 -*-
import sys
import re
if True :
    s = "111111_12222222"
    rowDatas = re.findall(r'(\d{6})', s )
    print(rowDatas)


]]></description><category></category></item><item><title><![CDATA[shader金属和玉石效果总结]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123998566</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123998566</guid><author>hjssss</author><pubDate>Wed, 06 Apr 2022 20:07:02 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[角色渲染总结]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123884230</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123884230</guid><author>hjssss</author><pubDate>Thu, 31 Mar 2022 21:37:06 +0800</pubDate><description><![CDATA[对项目开发中用到的知识点进行总结




]]></description><category></category></item><item><title><![CDATA[部分战斗效果shader总结]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123881483</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123881483</guid><author>hjssss</author><pubDate>Thu, 31 Mar 2022 19:46:09 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[navmeshSurface比较好的文章]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123671691</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123671691</guid><author>hjssss</author><pubDate>Fri, 25 Mar 2022 19:50:43 +0800</pubDate><description><![CDATA[转Unity5.6新功能动态烘焙 NavMesh之组件介绍 - 简书
]]></description><category></category></item><item><title><![CDATA[assetbundle比较好的文章]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123742643</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123742643</guid><author>hjssss</author><pubDate>Fri, 25 Mar 2022 18:30:40 +0800</pubDate><description><![CDATA[07-04-01 AssetBundle实践指导（上） - 简书
]]></description><category></category></item><item><title><![CDATA[基于flowcanvas剧情编辑器]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123579552</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123579552</guid><author>hjssss</author><pubDate>Fri, 18 Mar 2022 17:03:30 +0800</pubDate><description><![CDATA[1 效果如下



2 游戏效果






]]></description><category></category></item><item><title><![CDATA[地编工具（基于tileMap)]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123579133</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123579133</guid><author>hjssss</author><pubDate>Fri, 18 Mar 2022 16:47:09 +0800</pubDate><description><![CDATA[一，分层

1 地面层

2 事件层

3 触发器

二，效果如下






]]></description><category></category></item><item><title><![CDATA[unity lua 交互比较好的文章]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123574269</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123574269</guid><author>hjssss</author><pubDate>Fri, 18 Mar 2022 14:33:59 +0800</pubDate><description><![CDATA[unity lua方案

整理Lua和Unity和Lua交互文章链接 - 勇敢的公爵 - 博客园

Lua ，C，C#互相调用的理解 - 知乎

https://chenanbao.github.io/2018/07/30/Lua热更新框架差异/
]]></description><category></category></item><item><title><![CDATA[头发渲染（kk各相异性高光）]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123546345</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123546345</guid><author>hjssss</author><pubDate>Thu, 17 Mar 2022 11:35:36 +0800</pubDate><description><![CDATA[发现了非常好的一篇文章，记录下

图形学基础|各项异性与头发渲染_桑来93的博客-优快云博客_各向异性 渲染
]]></description><category></category></item><item><title><![CDATA[Unity Shader实时阴影计算]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123521746</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123521746</guid><author>hjssss</author><pubDate>Wed, 16 Mar 2022 11:15:57 +0800</pubDate><description><![CDATA[一些必需的声明

需要声明LightMode
	定义宏#pragma multi_compile_fwdbase
	包含库函数"AutoLight.cginc"
	需要ShadowCaster，写Fallback "Diffuse"可以自动补全
踩坑点


struct v2f
{
 float4 pos : SV_POSITION;               //必须写成pos，不然会报错
 SHADOW_COORDS(2) 
};

v2f结构体的顶点坐标需要写成pos，写成vertex或者其他名字会]]></description><category></category></item><item><title><![CDATA[Unity Shader - 深度图基础及应用]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123521494</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123521494</guid><author>hjssss</author><pubDate>Wed, 16 Mar 2022 11:07:11 +0800</pubDate><description><![CDATA[可参考： Unity Shader - 深度图基础及应用 - 简书
]]></description><category></category></item><item><title><![CDATA[简单光照计算验证]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/123512776</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/123512776</guid><author>hjssss</author><pubDate>Tue, 15 Mar 2022 21:24:53 +0800</pubDate><description><![CDATA[Shader "lit/Phong"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_NormalMap("NormalMap",2D) = "bump"{}
		_NormalIntensity("Normal Intensity",Range(0.0,5.0)) = 1.0
		_AOMap("AO Map",2D) = "white"{}
		_SpecMask("Spec Mask",2D) = "white"{}
		_Sh.]]></description><category></category></item><item><title><![CDATA[python git库]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/122253551</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/122253551</guid><author>hjssss</author><pubDate>Fri, 31 Dec 2021 12:00:23 +0800</pubDate><description><![CDATA[# -*- coding: utf-8 -*-
# @Author: ChenJiaLiang
# @Date:   2018-08-09 14:02:06

#!/usr/bin/python
#coding=utf-8

import os
import subprocess
import pdb

import sys
#sys.setdefaultencoding('utf-8')

from subprocess import Popen, PIPE, STDOUT

def printCont.]]></description><category></category></item><item><title><![CDATA[lua xpcall基本用法]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/120090169</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/120090169</guid><author>hjssss</author><pubDate>Fri, 03 Sep 2021 20:58:38 +0800</pubDate><description><![CDATA[xpcall有两个参数（处理的函数，函数异常的处理）

类似java中的try --- catch 不会终止程序的继续运行

函数没有异常 则不会调用 处理异常的方法

function traceback(err)

print("LUA ERROR: " .. tostring(err))

print(debug.traceback())

end

 

local function main()

self:hello() --function is null

print("hello")

.]]></description><category></category></item><item><title><![CDATA[灯光-场景烘培]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/119883893</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/119883893</guid><author>hjssss</author><pubDate>Tue, 24 Aug 2021 10:11:33 +0800</pubDate><description><![CDATA[分享一个很好的文章，细节讲的很到位

https://blog.youkuaiyun.com/leeby100/article/details/99677998
]]></description><category></category></item><item><title><![CDATA[shader 前向渲染（Splot光渲染）]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/119869192</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/119869192</guid><author>hjssss</author><pubDate>Mon, 23 Aug 2021 14:53:48 +0800</pubDate><description><![CDATA[1 主要用于渲染筒灯和点光源

Shade4PointLights(unity_4LightPosX0,unity_4LightPosY0,unity_4LightPosZ0, unity_LightColor[0].rgb,unity_LightColor[1].rgb,unity_LightColor[2].rgb,unity_LightColor[3].rgb,unity_4LightAtten0， wpos,N);

2 代码，未开启Shade4PointLights


Shader...]]></description><category></category></item><item><title><![CDATA[shader subshader and pass]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/119827343</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/119827343</guid><author>hjssss</author><pubDate>Fri, 20 Aug 2021 16:55:18 +0800</pubDate><description><![CDATA[需求一：使用双Pass渲染，将两张图片以好看的顺序渲染至平面上。并且使用扭曲效果，让背景随时间产生位移



思路：两个Pass做背面剔除，并返回颜色效果，其中一个Pass根据时间变化对UV进行变换实现扭曲效果，一个Pass直接返回颜色--&gt;图片本身的样子



效果：





code:


Shader "Unlit/Follow4"
{
    Properties{
		_MainTex("Main Texture", 2D) = "white"{}
        _SecTex("S..]]></description><category></category></item><item><title><![CDATA[八叉树大地图加载]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/119775112</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/119775112</guid><author>hjssss</author><pubDate>Wed, 18 Aug 2021 10:43:53 +0800</pubDate><description><![CDATA[https://github.com/AsehesL/SceneSeparateDemo.git
]]></description><category></category></item><item><title><![CDATA[动效/特效预览工具]]></title><link>https://blog.youkuaiyun.com/hjssss/article/details/119773602</link><guid>https://blog.youkuaiyun.com/hjssss/article/details/119773602</guid><author>hjssss</author><pubDate>Wed, 18 Aug 2021 09:59:09 +0800</pubDate><description><![CDATA[源码：https://github.com/akbiggs/UnityTimer
]]></description><category></category></item></channel></rss>