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URasterizer
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ce025668
URasterizer
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
ce025668
编写于
2月 21, 2022
作者:
H
happyfire
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
refractor
上级
99d40c82
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
63 addition
and
23 deletion
+63
-23
URasterizer/.vscode/settings.json
URasterizer/.vscode/settings.json
+56
-0
URasterizer/Assets/Samples/Scenes/URasterizerScene.unity
URasterizer/Assets/Samples/Scenes/URasterizerScene.unity
+4
-4
URasterizer/Assets/URasterizer/Codes/CameraRenderer.cs
URasterizer/Assets/URasterizer/Codes/CameraRenderer.cs
+1
-19
URasterizer/Assets/URasterizer/Codes/HandmakeMesh.cs
URasterizer/Assets/URasterizer/Codes/HandmakeMesh.cs
+2
-0
未找到文件。
URasterizer/.vscode/settings.json
0 → 100644
浏览文件 @
ce025668
{
"files.exclude"
:
{
"**/.DS_Store"
:
true
,
"**/.git"
:
true
,
"**/.gitignore"
:
true
,
"**/.gitmodules"
:
true
,
"**/*.booproj"
:
true
,
"**/*.pidb"
:
true
,
"**/*.suo"
:
true
,
"**/*.user"
:
true
,
"**/*.userprefs"
:
true
,
"**/*.unityproj"
:
true
,
"**/*.dll"
:
true
,
"**/*.exe"
:
true
,
"**/*.pdf"
:
true
,
"**/*.mid"
:
true
,
"**/*.midi"
:
true
,
"**/*.wav"
:
true
,
"**/*.gif"
:
true
,
"**/*.ico"
:
true
,
"**/*.jpg"
:
true
,
"**/*.jpeg"
:
true
,
"**/*.png"
:
true
,
"**/*.psd"
:
true
,
"**/*.tga"
:
true
,
"**/*.tif"
:
true
,
"**/*.tiff"
:
true
,
"**/*.3ds"
:
true
,
"**/*.3DS"
:
true
,
"**/*.fbx"
:
true
,
"**/*.FBX"
:
true
,
"**/*.lxo"
:
true
,
"**/*.LXO"
:
true
,
"**/*.ma"
:
true
,
"**/*.MA"
:
true
,
"**/*.obj"
:
true
,
"**/*.OBJ"
:
true
,
"**/*.asset"
:
true
,
"**/*.cubemap"
:
true
,
"**/*.flare"
:
true
,
"**/*.mat"
:
true
,
"**/*.meta"
:
true
,
"**/*.prefab"
:
true
,
"**/*.unity"
:
true
,
"build/"
:
true
,
"Build/"
:
true
,
"Library/"
:
true
,
"library/"
:
true
,
"obj/"
:
true
,
"Obj/"
:
true
,
"ProjectSettings/"
:
true
,
"temp/"
:
true
,
"Temp/"
:
true
}
}
\ No newline at end of file
URasterizer/Assets/Samples/Scenes/URasterizerScene.unity
浏览文件 @
ce025668
...
@@ -38,7 +38,7 @@ RenderSettings:
...
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity
:
1
m_ReflectionIntensity
:
1
m_CustomReflection
:
{
fileID
:
0
}
m_CustomReflection
:
{
fileID
:
0
}
m_Sun
:
{
fileID
:
0
}
m_Sun
:
{
fileID
:
0
}
m_IndirectSpecularColor
:
{
r
:
0.446578
98
,
g
:
0.4964133
,
b
:
0.5748178
,
a
:
1
}
m_IndirectSpecularColor
:
{
r
:
0.446578
74
,
g
:
0.49641258
,
b
:
0.5748172
,
a
:
1
}
m_UseRadianceAmbientProbe
:
0
m_UseRadianceAmbientProbe
:
0
---
!u!157
&3
---
!u!157
&3
LightmapSettings
:
LightmapSettings
:
...
@@ -234,7 +234,7 @@ GameObject:
...
@@ -234,7 +234,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
m_IsActive
:
0
---
!u!65
&256726192
---
!u!65
&256726192
BoxCollider
:
BoxCollider
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -690,7 +690,7 @@ GameObject:
...
@@ -690,7 +690,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
m_IsActive
:
0
---
!u!23
&963210796
---
!u!23
&963210796
MeshRenderer
:
MeshRenderer
:
m_ObjectHideFlags
:
0
m_ObjectHideFlags
:
0
...
@@ -929,7 +929,7 @@ PrefabInstance:
...
@@ -929,7 +929,7 @@ PrefabInstance:
objectReference
:
{
fileID
:
0
}
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
919132149155446097
,
guid
:
ce694dbb0170d7e439cd892f9f151786
,
type
:
3
}
-
target
:
{
fileID
:
919132149155446097
,
guid
:
ce694dbb0170d7e439cd892f9f151786
,
type
:
3
}
propertyPath
:
m_IsActive
propertyPath
:
m_IsActive
value
:
1
value
:
0
objectReference
:
{
fileID
:
0
}
objectReference
:
{
fileID
:
0
}
m_RemovedComponents
:
[]
m_RemovedComponents
:
[]
m_SourcePrefab
:
{
fileID
:
100100000
,
guid
:
ce694dbb0170d7e439cd892f9f151786
,
type
:
3
}
m_SourcePrefab
:
{
fileID
:
100100000
,
guid
:
ce694dbb0170d7e439cd892f9f151786
,
type
:
3
}
...
...
URasterizer/Assets/URasterizer/Codes/CameraRenderer.cs
浏览文件 @
ce025668
...
@@ -43,25 +43,7 @@ namespace URasterizer
...
@@ -43,25 +43,7 @@ namespace URasterizer
Debug
.
Log
(
$"Find rendering objs count:
{
renderingObjects
.
Count
}
"
);
Debug
.
Log
(
$"Find rendering objs count:
{
renderingObjects
.
Count
}
"
);
//手动设置的mesh
if
(
false
){
//手动模型也使用左手系
var
_mesh
=
new
Mesh
{
vertices
=
new
Vector3
[]
{
new
Vector3
(
1f
,
0f
,
2f
),
new
Vector3
(
0f
,
2f
,
2f
),
new
Vector3
(-
1f
,
0f
,
2f
),
new
Vector3
(
1.5f
,
0.5f
,
1.5f
),
new
Vector3
(
0.5f
,
2.5f
,
1.5f
),
new
Vector3
(-
0.5f
,
0.5f
,
1.5f
)},
triangles
=
new
int
[]
{
0
,
2
,
1
,
3
,
5
,
4
}
};
var
go
=
new
GameObject
(
"_handmake_mesh_"
);
var
ro
=
go
.
AddComponent
<
RenderingObject
>();
ro
.
mesh
=
_mesh
;
go
.
AddComponent
<
MeshFilter
>().
mesh
=
_mesh
;
go
.
AddComponent
<
MeshRenderer
>();
renderingObjects
.
Add
(
ro
);
}
RectTransform
rect
=
rawImg
.
GetComponent
<
RectTransform
>();
RectTransform
rect
=
rawImg
.
GetComponent
<
RectTransform
>();
rect
.
sizeDelta
=
new
Vector2
(
Screen
.
width
,
Screen
.
height
);
rect
.
sizeDelta
=
new
Vector2
(
Screen
.
width
,
Screen
.
height
);
int
w
=
Mathf
.
FloorToInt
(
rect
.
rect
.
width
);
int
w
=
Mathf
.
FloorToInt
(
rect
.
rect
.
width
);
...
...
URasterizer/Assets/URasterizer/Codes/HandmakeMesh.cs
浏览文件 @
ce025668
...
@@ -4,6 +4,8 @@ using UnityEngine;
...
@@ -4,6 +4,8 @@ using UnityEngine;
namespace
URasterizer
namespace
URasterizer
{
{
//手动设置的mesh
//手动模型也使用左手系
public
class
HandmakeMesh
:
MonoBehaviour
public
class
HandmakeMesh
:
MonoBehaviour
{
{
public
Vector3
[]
Vertices
=
{
public
Vector3
[]
Vertices
=
{
...
...
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