<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[liveRTL的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/liveRTL</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; liveRTL]]></copyright><item><title><![CDATA[unity 事件、委托]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/152012769</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/152012769</guid><author>liveRTL</author><pubDate>Sat, 11 Oct 2025 00:31:36 +0800</pubDate><description><![CDATA[怀疑会存误导，但是还是写了，记录的过程也是自己学习的过程，慢慢改正更新。]]></description><category></category></item><item><title><![CDATA[使用rider给unity打断点]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/152814602</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/152814602</guid><author>liveRTL</author><pubDate>Thu, 09 Oct 2025 19:33:51 +0800</pubDate><description><![CDATA[加断点。]]></description><category></category></item><item><title><![CDATA[unity 半透明描线shader]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/148777477</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/148777477</guid><author>liveRTL</author><pubDate>Thu, 19 Jun 2025 23:23:11 +0800</pubDate><description><![CDATA[先写一个正常的半透明材质（第二个pass），这个pass只负责渲染半透明。在之前添加一个pass，ZTest Always，无论什么深度都会进行处理，把所有Stencil都设置为255，但是不进行任何的颜色处理。最后再添加一个简单的法线外扩，同样ZTest Always，只要是不属于255的范围都进行描边。这样就可以做到又不显示半透明材质又可以有描边。描边就是个简单的法线外扩，对直角边没有处理，效果差，但是没有需求改这个，就不处理了。]]></description><category></category></item><item><title><![CDATA[unity下载newtonsoft-json]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/145062517</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/145062517</guid><author>liveRTL</author><pubDate>Fri, 10 Jan 2025 17:33:19 +0800</pubDate><description><![CDATA[Package Manager，输入com.unity.nuget.newtonsoft-json。右键Assets-Reinport All。]]></description><category></category></item><item><title><![CDATA[确认2D Tilemap Editor安装后仍然没有基础的Tile]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/144992429</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/144992429</guid><author>liveRTL</author><pubDate>Tue, 07 Jan 2025 19:57:13 +0800</pubDate><description><![CDATA[在Assets文件夹中，点击右键 > Create > C# Script，新建一个脚本，代码内容复制粘贴进去。Create > 2D 新建里面什么Tile类型都有，就是没有最基础的Tile。保存脚本后，回到Unity，可以新建Tile。]]></description><category></category></item><item><title><![CDATA[使用animation找不到动画，报错The animation state *** could not be played because it couldn‘t be found!]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/144751968</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/144751968</guid><author>liveRTL</author><pubDate>Thu, 26 Dec 2024 20:09:26 +0800</pubDate><description><![CDATA[Unity 的 Animation 组件（不是 Animator）使用的是 Legacy 动画系统。而从 Unity 4 开始，新导入的动画剪辑默认是为 Mecanim 动画系统（使用 Animator） 设计的。在对应的模型里面添加相应的动作，需要记得删除animator组件。animations选择后去c#里面编写脚本。animation是待机动作。]]></description><category></category></item><item><title><![CDATA[anaconda下载对应gpu版本的torch]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/136975925</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/136975925</guid><author>liveRTL</author><pubDate>Sat, 23 Mar 2024 21:47:52 +0800</pubDate><description><![CDATA[找到前面是cu+cuda版本的才是gpu，cpu开头的是下载cpu版的。我使用cuda11.5，这里可以看到torch使用1.11.0。]]></description><category></category></item><item><title><![CDATA[ubuntu安装流程整合]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/135290607</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/135290607</guid><author>liveRTL</author><pubDate>Fri, 29 Dec 2023 14:54:06 +0800</pubDate><description><![CDATA[个人安装Ubuntu用到的链接集合。]]></description><category></category></item><item><title><![CDATA[ubuntu安装后报错0000225]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/135173024</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/135173024</guid><author>liveRTL</author><pubDate>Sat, 23 Dec 2023 19:23:22 +0800</pubDate><description><![CDATA[把windows引导分区一起挂载上去。]]></description><category></category></item><item><title><![CDATA[华硕 Ubuntu安装时，安装启动引导器的设备无法识别，没有定义根文件系统]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/135172945</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/135172945</guid><author>liveRTL</author><pubDate>Sat, 23 Dec 2023 19:19:56 +0800</pubDate><description><![CDATA[华硕nb！]]></description><category></category></item><item><title><![CDATA[humannerf代码运行笔记2（自定义视频）]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/134377486</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/134377486</guid><author>liveRTL</author><pubDate>Mon, 13 Nov 2023 14:57:42 +0800</pubDate><description><![CDATA[pred_cam和orig_cam看起来是直接对应cam_intrinsics和cam_extrinsics，不太确定，先换个格式来试试。vibe得到pkl数据，搞半天原来是不能用pickle，得用joblib来读取。先单纯读取到txt里面看看是什么情况。数据格式读出来大概是这样。]]></description><category></category></item><item><title><![CDATA[humannerf 代码运行笔记（windows）]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/130344079</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/130344079</guid><author>liveRTL</author><pubDate>Mon, 24 Apr 2023 15:59:36 +0800</pubDate><description><![CDATA[github链接：Install Miniconda (recommended) or Anaconda.Create and activate a virtual environment.
Install the required packages.

使用anaconda创建并激活虚拟环境，安装所需的软件包。这一步不存在什么问题。Download the gender neutral SMPL model from here, and unpack mpips_smplify_public_v2.zip]]></description><category></category></item><item><title><![CDATA[games202 作业0]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/129351769</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/129351769</guid><author>liveRTL</author><pubDate>Sun, 05 Mar 2023 22:19:32 +0800</pubDate><description><![CDATA[games202作业0]]></description><category></category></item><item><title><![CDATA[百度通用文字识别 “error_code“:216101与“error_code“:216201]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/128050366</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/128050366</guid><author>liveRTL</author><pubDate>Sat, 26 Nov 2022 12:35:52 +0800</pubDate><description><![CDATA[最基本的官方示例代码使用]]></description><category></category></item><item><title><![CDATA[c# kinect提取exf文件的骨骼位置数据]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/127606795</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/127606795</guid><author>liveRTL</author><pubDate>Sun, 30 Oct 2022 23:34:36 +0800</pubDate><description><![CDATA[使用c#，提取exf的骨骼位置。使用官方文档和参考别人共同修改。]]></description><category></category></item><item><title><![CDATA[games101 作业5]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/125340233</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/125340233</guid><author>liveRTL</author><pubDate>Wed, 22 Jun 2022 20:23:02 +0800</pubDate><description><![CDATA[作业内容，没啥说的]]></description><category></category></item><item><title><![CDATA[GAMES101_Lecture_13 文字版内容]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/125382317</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/125382317</guid><author>liveRTL</author><pubDate>Mon, 20 Jun 2022 23:08:02 +0800</pubDate><description><![CDATA[问就是很闲，0.5倍速一边看一边打的，不是完全一模一样，根据我的手速尽力还原了。方便日后复习定位。]]></description><category></category></item><item><title><![CDATA[games101 作业4]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/125086492</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/125086492</guid><author>liveRTL</author><pubDate>Wed, 01 Jun 2022 16:58:02 +0800</pubDate><description><![CDATA[作业4]]></description><category></category></item><item><title><![CDATA[games101 作业3]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/124544349</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/124544349</guid><author>liveRTL</author><pubDate>Mon, 02 May 2022 22:30:12 +0800</pubDate><description><![CDATA[环境光：

环境光系数

环境光强度（两个值感觉老师讲的有点乱，但是应该可以直接看成一个常数）

漫反射光：

漫反射系数

当前点的光照强度

当前点接收到的能量（单位向量点乘夹角余弦）

高光：

高光反射系数

当前点的光照强度

高光反射强度，其中h称为半程向量

一个很好的解释：Blinn-Phong光照模型从定义到实现,一文就够了(1.5w字) - 知乎


............]]></description><category></category></item><item><title><![CDATA[games101 作业2]]></title><link>https://blog.youkuaiyun.com/liveRTL/article/details/124303765</link><guid>https://blog.youkuaiyun.com/liveRTL/article/details/124303765</guid><author>liveRTL</author><pubDate>Thu, 21 Apr 2022 17:29:26 +0800</pubDate><description><![CDATA[点乘和叉乘
https://www.youkuaiyun.com/tags/NtjaUg4sNDYwMjQtYmxvZwO0O0OO0O0O.html

]]></description><category></category></item></channel></rss>