<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[zuig2的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/zuig2</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; zuig2]]></copyright><item><title><![CDATA[SyntaxError: (unicode error) ‘unicodeescape‘ codec can‘t decode bytes in position 2-3: truncate \uXX]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/129800498</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/129800498</guid><author>zuig2</author><pubDate>Mon, 27 Mar 2023 17:57:05 +0800</pubDate><description><![CDATA[传入路径的时候，replace("\\", "/")即可。Python eval一段字符串的时候出现的报错。定位的时候发现路径里面拷贝了资源管理器的路径。]]></description><category></category></item><item><title><![CDATA[From Built-in to URP]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/122167157</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/122167157</guid><author>zuig2</author><pubDate>Mon, 27 Dec 2021 10:52:53 +0800</pubDate><description><![CDATA[Unity’sScriptable Render Pipelinerepresents a great advance on the way that unity deals with graphics, giving more power to the users to customize the pipeline the way they want. I have started to use theUniversal Render Pipeline (URP)recently and, des...]]></description><category></category></item><item><title><![CDATA[lua不同版本的位操作]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/117849872</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/117849872</guid><author>zuig2</author><pubDate>Sat, 12 Jun 2021 16:23:51 +0800</pubDate><description><![CDATA[lua版本
			Lua51
			lua52
			lua53
		来源
			bitlib.dll
			内置bit32库
			内置操作符
		引入
			require "bit"
			require "bit32"
			
		按位与
			bit.band(a,b)
			bit32.band(a,b)
			a &amp; b
		按位或
			bit.bor(a,b)
			bit32.bor(a,b)
			a | b
		按位取反
			bit.bnot(a)
			bit32.bn.]]></description><category></category></item><item><title><![CDATA[谈谈Unity2019纹理压缩格式]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/116461864</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/116461864</guid><author>zuig2</author><pubDate>Thu, 06 May 2021 20:23:28 +0800</pubDate><description><![CDATA[一、常见Unity纹理颜色模型

1、RGB

2、RGBA

3、HDR



二、全平台支持无压缩纹理格式

RGB：RGB 24位

RGBA：RGBA 32位



三、三平台默认格式









压缩选项为：Low Quality

RGB-RGBA纹理：

PC：RGB Compressed DXT1 - RGBA Compressed DXT5

Android：RGB Compressed ETC - RGBA Compressed ETC2

IOS：RGB Compresse...]]></description><category></category></item><item><title><![CDATA[把Sorting Order显示到Hierarchy左侧]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/115011350</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/115011350</guid><author>zuig2</author><pubDate>Fri, 19 Mar 2021 17:22:11 +0800</pubDate><description><![CDATA[using UnityEditor;
using UnityEngine;

public class ShowSortingOrderInHierarchy
{
    const string editorMenuPath = "Tools/Show SortingOrder In Hierarchy";
    static bool isShowSortingOrder = false;

    //priority &gt; 10 ? 菜单将会显示在Hierarchy中
    [MenuIt.]]></description><category></category></item><item><title><![CDATA[关于Unity出现青色闪屏]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/111645369</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/111645369</guid><author>zuig2</author><pubDate>Thu, 24 Dec 2020 18:13:08 +0800</pubDate><description><![CDATA[Unity 2019 或 以上版本在编译shader的时候会出现青色闪屏，这是异步编译的正常显示

官方说明


异步着色器编译的工作方式

通过异步着色器编译，编辑器可将着色器变体添加到编译队列中，并在作业线程中完成它们。它不会立即编译它们。。为了避免渲染停顿，编辑器在编译着色器变体的同时继续渲染。然后，编辑器用纯青色的虚拟着色器填充“ Shader Variant”的位置（您会偶尔看到青色虚拟着色器的短暂瞬态现象，显示出背景情况。）这样可以避免某些对象不在场景中渲染，因为编辑器仍在对其进行编译。编译完成]]></description><category></category></item><item><title><![CDATA[Unity 截图分享实现]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/100887507</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/100887507</guid><author>zuig2</author><pubDate>Mon, 16 Sep 2019 14:44:02 +0800</pubDate><description><![CDATA[public static IEnumerator CaptureScreenshot(Action&lt;string&gt; callback)
        {
            yield return new WaitForEndOfFrame();//在当前帧绘制完后才截屏

            Rect rect = new Rect(0, 0, Scr...]]></description><category></category></item><item><title><![CDATA[Unity ColorMask 对应值]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/78835139</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/78835139</guid><author>zuig2</author><pubDate>Mon, 18 Dec 2017 17:21:28 +0800</pubDate><description><![CDATA[0-1 A
2-3 B
4-5 G
6-7 BG
8-9 A
10-11 RB
12-13 RG
14-15 RBG]]></description><category></category></item><item><title><![CDATA[UGUI自适应笔记]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/74936154</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/74936154</guid><author>zuig2</author><pubDate>Mon, 10 Jul 2017 20:18:13 +0800</pubDate><description><![CDATA[策划要求图片比例必须为16:9，宽度跟屏幕宽度一致，长度可以延伸出屏幕外面
本来想自己想自造轮子，挂脚本实现
后来发现Unity已经有相应的脚本



Aspect Ratio Fitter





Aspect Mode：Envelope Parent

Asperct Ratio：16/9（1.777778）


即可]]></description><category></category></item><item><title><![CDATA[Empty4Raycast 空白背景图片点击]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/56073664</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/56073664</guid><author>zuig2</author><pubDate>Tue, 21 Feb 2017 00:05:58 +0800</pubDate><description><![CDATA[using UnityEngine;
using System.Collections;

namespace UnityEngine.UI
{
	public class Empty4Raycast : MaskableGraphic
	{
		protected Empty4Raycast()
		{
			useLegacyMeshGeneration = false;
		}

		pro]]></description><category></category></item><item><title><![CDATA[一个鼠标点击水波纹理shader]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/54143474</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/54143474</guid><author>zuig2</author><pubDate>Fri, 06 Jan 2017 22:40:48 +0800</pubDate><description><![CDATA[一张图片，通过鼠标点击产生水波纹理，shader比较简单，算法主要在C#那边，多线程优化计算
用下面shader创建一个材质，创建一个面片或Cube并挂上下面C#脚本，设置图片像素，默认是256*256，赋值材质图片纹理，运行，点击鼠标即可看到效果


shader
Shader "Zon/WaveTexture" {
	Properties {
		_MainTex ("水波纹理", ]]></description><category></category></item><item><title><![CDATA[动态背景Shader]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/53984210</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/53984210</guid><author>zuig2</author><pubDate>Mon, 02 Jan 2017 23:30:17 +0800</pubDate><description><![CDATA[Shader "Zon/movingBG" {
	Properties {
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_F("幅度", range(1, 10)) = 1
		_Speed("速度", range(1,10)) = 2
	}
	SubShader {
		pass{
			CGPROGRAM
			#pragma vertex v]]></description><category></category></item><item><title><![CDATA[一个简单的水波浪效果Shader]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/53890878</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/53890878</guid><author>zuig2</author><pubDate>Mon, 26 Dec 2016 23:54:28 +0800</pubDate><description><![CDATA[Shader "Custom/ClickWaterEffect" {
	Properties {
		_MainTex ("MainTex", 2D) = "White" {}
		_F("F", range(1, 30)) = 10
		_A("A", range(0, 0.1)) = 0.01
		_R("R", range(0, 1)) = 0
	}

	SubShader {
		pass]]></description><category></category></item><item><title><![CDATA[unity 实现Game窗口的Stats]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/53821576</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/53821576</guid><author>zuig2</author><pubDate>Thu, 22 Dec 2016 22:15:58 +0800</pubDate><description><![CDATA[unity 实现Game窗口的Stats]]></description><category></category></item><item><title><![CDATA[知道两个点，及半径，求圆与直线的交点]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/52267904</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/52267904</guid><author>zuig2</author><pubDate>Sun, 21 Aug 2016 16:22:08 +0800</pubDate><description><![CDATA[local point1 = {
	['x'] = -1,
	['y'] = 0,
}

local point2= {
	['x'] = -1,
	['y'] = 1,
}

-- 获取斜截式直线（垂直x的直线不适用斜截式，因为斜率无限大）
local GetKB = function(p1, p2)
	if p1.x == p2.x then return end
	local k, b
	k]]></description><category></category></item><item><title><![CDATA[Dijkstra算法（单源最短路径）C#版]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/52037525</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/52037525</guid><author>zuig2</author><pubDate>Tue, 26 Jul 2016 17:01:49 +0800</pubDate><description><![CDATA[单源最短路径问题，即在图中求出给定顶点到其它任一顶点的最短路径。在弄清楚如何求算单源最短路径问题之前，必须弄清楚最短路径的最优子结构性质。]]></description><category></category></item><item><title><![CDATA[一个对象绕某个轴旋转，朝向另一个对象（在旋转瞄准过程中只沿着y轴旋转）]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/51232643</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/51232643</guid><author>zuig2</author><pubDate>Sun, 24 Apr 2016 11:26:16 +0800</pubDate><description><![CDATA[transform.rotation = Quaternion.Slerp(transform.rotation , Quaternion.LookRotation(new Vector3(Point.x - transform.position.x,0,Point.z-transform.position.z)),10 * Time.deltaTime);]]></description><category></category></item><item><title><![CDATA[Diffuse_shadow顶点着色点光源阴影实现]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/50757039</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/50757039</guid><author>zuig2</author><pubDate>Sat, 27 Feb 2016 21:22:12 +0800</pubDate><description><![CDATA[Shader "Zon/Diffuse_shadow" {
	SubShader {
	
		pass{
			Tags { "LightMode"="ForwardBase" }
			
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "unitycg.cginc"
			#include "lig]]></description><category></category></item><item><title><![CDATA[清理Unity Console上的Log信息]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/50216323</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/50216323</guid><author>zuig2</author><pubDate>Tue, 08 Dec 2015 11:22:15 +0800</pubDate><description><![CDATA[private static void ClearConsole()
    {
        var logEntries = System.Type.GetType("UnityEditorInternal.LogEntries,UnityEditor.dll");
        var clearMethod = logEntries.GetMethod("Clear", System.]]></description><category></category></item><item><title><![CDATA[Unity3D脚本自动添加tag和Layer]]></title><link>https://blog.youkuaiyun.com/zuig2/article/details/49810847</link><guid>https://blog.youkuaiyun.com/zuig2/article/details/49810847</guid><author>zuig2</author><pubDate>Fri, 13 Nov 2015 01:34:09 +0800</pubDate><description><![CDATA[using UnityEditor;



public class LoadTagAndLayer : AssetPostprocessor
{
    private static string[] Tags = { "aaaa", "bbbb", "cccc", "dddd" };//所有需要添加的tag值

    private static string[] Layers = { "A]]></description><category></category></item></channel></rss>