Grading

There will be:

4 lab assignments + 1 final project.

 

Grades will be given to each lab assignment and the final project according to:

-whether you are present in each lab class ( Sign your name in each lab class);

-whether you have submitted your lab assignments and the final project;

-whether you finish your work without copying from others.

 

To get a high score, you have to:

-make sure: no compilation error, no runtime error, result is correct.

-obey the principles of good programming and software engineering(e.g. seperate interface from implementation, sufficient comments, easy to read etc.).

 

Submit your assignments and the final project before deadlines, otherwise:

1-day delay => -20%

2-day delay => -30%

over 2 days' delay => -60%

 

 deadline
1st assignment2012/3/13 12:00pm
2nd assignment2012/3/18 12:00pm
3rd assignment2012/4/4 12:00pm
4th assignmentto be determined
final projectto be determined
在Unity中,动态设置PostProcessingBehaviour的ColorGrading可以通过以下步骤实现: 1. **确保导入PostProcessing包**:首先,确保你的项目中已经导入了PostProcessing包。如果没有,可以通过Unity的Package Manager进行导入。 2. **添加PostProcessingBehaviour组件**:在你的相机上添加PostProcessingBehaviour组件。如果没有,可以通过`AddComponent<PostProcessingBehaviour>()`方法动态添加。 3. **创建PostProcessingProfile**:创建一个PostProcessingProfile资产,并配置好ColorGrading设置。 4. **动态修改ColorGrading设置**:通过代码动态修改PostProcessingProfile中的ColorGrading设置。 以下是一个示例代码,展示了如何动态设置ColorGrading: ```csharp using UnityEngine; using UnityEngine.Rendering.PostProcessing; public class DynamicColorGrading : MonoBehaviour { public PostProcessProfile postProcessProfile; void Start() { // 获取ColorGrading设置 ColorGrading colorGrading; if (postProcessProfile.TryGetSettings(out colorGrading)) { // 设置ColorGrading的参数 colorGrading.temperature.value = 2000f; // 设置色温 colorGrading.tint.value = 50f; // 设置色调 colorGrading.postExposure.value = 0.5f; // 设置曝光 colorGrading.contrast.value = 1.5f; // 设置对比度 } } } ``` 在这个示例中,我们首先确保导入了`UnityEngine.Rendering.PostProcessing`命名空间。然后,我们通过`TryGetSettings`方法获取ColorGrading设置,并动态修改其参数。
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