Recently, I often have to write some new shader for 2D games to do special effects. Shader effects can be better for UI and 2D elements than particle effects.First look at the effect:There are many articles about Shaderlab, but few of them are implemented in the UI, and often just add a layer of color, and do not show the effect of "light".The following is the full text of the shader, followed by some details:1Shader"Ui/unlit/flowlight"2 {3 Properties4 {5[Perrendererdata] _maintex ("Sprite T
internal formats given in table 1, one of the sized internal formats given in table 2, or one of the C ompressed internal formats given in Table 3, below. Width
Specifies the width of the texture image. All implementations support texture images is at least, texels wide. Height
Specifies the height of the texture image, or the number of layers in a texture array, in the case of the Gl_texture_1d_ar RAY Andgl_proxy_texture_1d_array targets. All implementations support 2D texture images that is a
When Rawimage is enabled, create a dynamic camera, rendertexture, and set parameters immediately. When not enabled, the camera and Rendertexture are destroyed automatically. Of course, more special effects, can also be a pool of objects to the camera and rendertexture cache up.Then use the time is this, only need a step, the special effects prefab dragged in canattached
Demo
Ui-default-no-alpha.shader
Shader "Ui/default no-alpha" {Properties {[perrendererdata] _maintex ("Sprite Texture", 2D) =
. Another disadvantage of IMR is that its render commands are required to read and write frame buffer,depth buffer and stencil buffer at any time, which leads to a large amount of memory bandwidth consumption, which is the most consumed and time-consuming operation for accessing the external memory on the mobile platform.Therefore, in the field of desktop GPU, TBR save bandwidth and low performance is not in line with the requirements of PC, IMR Unifi
entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. the use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code . Can't powerdesigner be able to do Visio? In fact, Visio itself is not too much of a problem, and the operation is simple, but relatively few functions and other development progra
types, attributes, and relationships to describe the conceptual model of the real world. The General ER drawing method uses the circle, the square, the diamond to describe the entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. The use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code. Can't
During the National Day, I did not go anywhere and spent a few days writingProgram. Sleep when sleepy, eat when hungry, programming at other times. It feels good. I think it should be closed for several days every other time.
Worldcraft achieves a breakthrough in performance. In terms of terrain painting, it is the fastest terrain editor I have ever seen. In fact, I have seen a thing that is faster than me, that is, zbrush 3.1, and that is not a ter
Subtool [Multi-tool] is a new feature of the ZBRUSH®3 series that has changed the drawbacks of past ZBrush not having to edit multiple models at the same time. The appearance of this function, let us in the production process of the work has brought great convenience.Subtool panel position in the tool panel under the Subtool, we open this panel will find that this panel and PHOTOSOP layers of the layer boar
will be very meticulous. But it also has some drawbacks, first of all the geometry has a certain requirements (must be closed), but also for the efficiency of the loss is very large (high filling rate).In order to construct the shadow body, we need to draw from the position of the light by projecting each vertex of the shadow object, these projected rays form a closed volume, any point in this volume that we can think of as being covered by shadows. Conversely, the point outside the volume is i
Highlight
A relatively simple way is to prepare a few pieces of the highlighted picture, as the progress of the Guide to change and switch! Advantages can be done more beautifully, the disadvantage is that the amount of resources will be relatively large! Another way is to erase part of the area based on the overall darkening of the picture, fortunately cocos2d provides the Ccclippingnode interface ( 2.1+ version)!
Ccclippingnode class is more complicated, but we can only understand two thing
Render_scene channel, mapped to Scenemanager::setvisibilitymask, need to be set to 10 decimal, not hexadecimalFormat: Visibility_mask Example: Visibility_mask 4294967295Lod_biasSets the scene LOD offset for the internal Render_scene channel. The default value is 1.0, less than the meaning of low quality, greater than the meaning of high qualityFormat: Lod_bias ShadowsSets whether to render shadows for internal render_scene channels, default onMaterial_schemeSets the material scheme for the inte
Unique components: Jumbotron
Documentation: Good
Customization: Basic GUI customization, but manual modification is required because there is no color picker tool.
Browser support: Firefox, Chrome, Safari, ie8+ (IE8 requires respond.js)
Authorization: MIT
2. Foundation by ZurbThe foundation is second in comparison to Bootstrap, but that does not mean it is unpopular. Zurb in the back strong support, make Foundation more powerful! Foundation is used by major websites, su
Some basic template features:
Non-class parametric template
The parameters declared by the template may not be class parameters, and the non class arguments that can be declared include integers (double,float cannot), enums, object references, or pointers.
To implement a class or non-class parameter load overload on a class method parameter through a stencil nesting (implementation at call time, not implemented when defined)
Friend function Templa
Before you have thought about the elimination and area determination issues that you might encounter, the next question is how to display these irregular shapes that can be derived from the elimination.Here, I used the clippingnode(mask). The introduction of Clippingnode on the Internet is very careful, so I'm just here to say briefly:Like his name, he is also a node, so you can refer to my first blog post about the node tree, and when you use it, you need to add it to another node.Note that y
-images are not visible in areas outside the panel because they are masked by the Panel's shape.Masked areas shown faint, but would really is invisibleThe covered place appears faint, but is actually invisible.If the image is then moved around and only the part revealed by the Panel would be visible. The movement could is controlled by Scrollbars to create a scrollable viewer for a map, say.If the image is moved, only the portion of the panel is visible. For example, this movement can be control
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