Unity Manual


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目前共计 113 个分类
  • Animation1
    • Performance and Optimization1
  • Audio1
    • Audio Reference1
      • Audio Clip1
  • Best practice guides4
    • Understanding optimization in Unity4
      • Asset auditing1
      • General Optimizations1
      • Special optimizations1
      • Understanding the managed heap1
  • Graphics48
    • Graphics Overview22
      • Advanced Rendering Features9
        • Asynchronous Texture Upload1
        • Compute shaders1
        • CullingGroup API1
        • GPU instancing1
        • Graphics Command Buffers1
        • Graphics hardware capabilities and emulation1
        • High Dynamic Range Rendering1
        • Rendering Paths1
        • Sparse Textures1
      • Lighting5
        • Global Illumination1
          • Light troubleshooting and performance1
        • Related topics3
          • Linear rendering overview3
            • Gamma Textures with linear rendering1
            • Linear or gamma workflow1
        • Shadows1
          • Directional light shadows1
      • Materials, Shaders & Textures1
        • Accessing and Modifying Material parameters via script1
      • Optimizing graphics performance5
        • Draw call batching1
        • Frame Debugger1
        • Modeling characters for optimal performance1
        • Optimizing Shader Load Time1
      • Post-processing overview1
        • Post-processing stack1
      • Procedural Materials1
        • Procedural Materials1
    • Graphics Reference26
      • Mesh Components1
        • Text Mesh1
          • Text Asset1
      • Rendering Pipeline Details1
        • Hardware Requirements for Unity’s Graphics Features1
      • Shader Reference23
        • Advanced ShaderLab topics8
          • Camera’s Depth Texture1
          • Performance tips when writing shaders1
          • Platform-specific rendering differences1
          • Rendering with Replaced Shaders1
          • Shader Level of Detail1
          • Texture arrays1
          • Unity’s Rendering Pipeline1
          • Using Depth Textures1
        • ShaderLab Syntax5
          • ShaderLab SubShader5
            • ShaderLab Pass4
              • ShaderLab Blending1
              • ShaderLab Culling & Depth Testing1
              • ShaderLab Pass Tags1
              • ShaderLab Stencil1
            • ShaderLab SubShader Tags1
        • Writing vertex and fragment shaders10
          • Accessing shader properties in Cg/HLSL1
          • Built-in shader helper functions1
          • Built-in shader include files1
          • Built-in shader variables1
          • Making multiple shader program variants1
          • Predefined Shader preprocessor macros1
          • Providing vertex data to vertex programs1
          • Shader Compilation Target Levels1
          • Shader data types and precision1
      • Texture Components1
        • Textures1
          • Texture compression formats for platform-specific overrides1
  • Platform-specific5
    • Android1
      • Android Manifest1
    • Mobile Developer Checklist1
      • Optimizations1
    • Windows1
      • Windows General1
        • WindowsLowIntegrity1
    • iOS2
      • iOS Advanced Topics2
        • Optimizing Performance in iOS2
          • Optimizing the size of the built iOS player1
          • iOS Specific Optimizations1
  • Scripting5
    • Scripting Overview2
      • Platform dependent compilation1
      • Script Serialization1
        • Built-in serialization1
    • Scripting Tools3
      • IL2CPP2
        • Managed bytecode stripping with IL2CPP1
        • Optimizing IL2CPP build times1
      • Log Files1
  • Working In Unity5
    • Advanced Development3
      • Profiler overview2
        • Memory Profiler1
        • Profiler window1
      • Reducing the file size of your build1
    • Asset Workflow1
      • Importing from the Asset Store1
    • Creating Gameplay1
      • Trouble Shooting1
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