《UnityAPI.Renderer渲染器》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Renderer+sharedMaterial+List+立鑽哥哥++OK++)

《UnityAPI.Renderer渲染器》

版本

作者

參與者

完成日期

備註

UnityAPI_Renderer_V01_1.0

嚴立鑽

 

2020.06.01

 

 

 

 

 

 

 

#《UnityAPI.Renderer渲染器》發佈說明:

++++“UnityAPI.Renderer渲染器是對UnityAPIRenderer渲染器類的剖析和拓展

立鑽哥哥:Unity是一個入門快、提高難的遊戲引擎,想要提升能力,至少需要越過3道坎:API+Shader+綜合能力

++1、API的積累:API的合理利用不僅可以減輕自己的編碼負擔,而且往往可以提高程序的運行效率;這也是鑽哥開始“Unity API”獨立打造分類的初衷

++2、Shader編程:想要做出一款精品遊戲往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系統,優化了繁雜的“Open GL”編程

++3、綜合能力(技術+業務+管理):一款產品的製作除了功能編程外,往往會涉及很多其他領域,例如產品架構、UI交互設計、模型製作等,作爲主要的編程人員,對其他相關領域的瞭解程序往往會影響到產品製作直至最後的產品體驗

++++立鑽哥哥一直在推動【VR雲遊戲=Unity+SteamVR+雲技術+5G+AI,這個只是一個引子,拋磚引玉讓大家對整個知識體系有一個明確的落地方向,寶寶們可以根據自己的興趣方向進行拓展:比如Unity這裏是指一種“3D遊戲引擎”,也可拓展至“UE4Cocos2dx”等遊戲引擎;SteamVR是一種跨硬件解決方案,也可拓展至“VRTK”等第三方插件;“雲技術+5G”是一種跨平臺解決方案的核心技術,同樣可拓展至其他平臺解決方案;AI也是一種先進技術的舉例,也可以拓展至任何一種前沿技術

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

$$$$博客溯源:

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

#Renderer渲染器

#Renderer渲染器

#Renderer渲染器

++A1、Description描述

++B2、Variables變量

++C3、Public Function共有函數

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立鑽哥哥:Renderer(渲染器)是所有渲染器的一般功能;使對象呈現在場景中

++++[namespace]:UnityEngine

++++[Inherits from]:Component

++++渲染器是指使對象呈現在場景中;使用該類去訪問任何物體、網格或者粒子系統;禁用渲染器可以使物體不可見,並且通過它們可以訪問和修改材質;

++++用於實時光照的UV的縮放和偏移量;

++++[Component組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW萬維網]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

 

 

 

 

 

#B2、Variables變量

#B2、Variables變量

++B2、Variables變量

++++B2.1、bounds

++++B2.2、enabled

++++B2.3、isPartOfStaticBatch

++++B2.4、isVisible

++++B2.5、lightmapIndex

++++B2.6、lightmapScaleOffset

++++B2.7、localToWorldMatrix

++++B2.8、material

++++B2.9、materials

++++B2.10、probeAnchor

++++B2.11、realtimeLightmapIndex

++++B2.12、realtimeLightmapScaleOffset

++++B2.13、receiveShadows

++++B2.14、reflectionProbeUsage

++++B2.15、shadowCastingMode

++++B2.16、sharedMaterial

++++B2.17、sharedMaterials

++++B2.18、sortingLayerID

++++B2.19、sortingLayerName

++++B2.20、sortingOrder

++++B2.21、useLightProbes

++++B2.22、worldToLocalMatrix

++++B2.23、YanlzXREngine.Renderer.Variables

 

 

++B2.1、bounds

++B2.1、bounds

++B2.1、bounds

++++立鑽哥哥:邊界框

public Bounds bounds;

++++渲染器的邊界框(只讀

++++這是世界座標內完全封閉的軸對齊邊界框

++++使用邊界框很方便的估計出物體的位置及範圍的粗略近似值,例如,如果物體不是對稱,renderer.bounds.center大多數情況下比transform.position是更精確的“物體的中心”

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRenderer : MonoBehaviour{

    public Renderer rend;

 

    void Start(){

        rend = GetComponent<Renderer>();

    }    //立鑽哥哥:void Start(){}

 

    void OnDrawGizmosSelected(){

        Vector3 center = rend.bounds.center;

        float radius = rend.bounds.extents.magnitude;

        Gizmos.color = Color.white;

        Gizmos.DrawWireSphere(center, radius);

    }    //立鑽哥哥:void OnDrawGizmosSelected(){}

 

}    //立鑽哥哥:public class YanlzRenderer{}

 

 

 

 

 

++B2.2、enabled

++B2.2、enabled

++B2.2、enabled

++++立鑽哥哥:啓用

public bool enabled;

++++使得渲染的3D物體可見

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRenderer : MonoBehaviour{

    public Renderer rend;

 

    void Start(){

        rend = GetComponent<Renderer>();

        rend.enabled = true;

    }    //立鑽哥哥:void Start(){}

 

    //Toggle the Objects visibility each second

    void Update(){

        //Find out whether current second is odd or even

        bool oddeven = Mathf.FloorToInt(Time.time) % 2 == 0;

 

        //Enable renderer accordingly

        rend.enabled = oddeven;

 

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRenderer{}

 

 

 

 

 

++B2.3、isPartOfStaticBatch

++B2.3、isPartOfStaticBatch

++B2.3、isPartOfStaticBatch

++++立鑽哥哥:是否靜態批處理

public bool isPartOfStaticBatch;

++++該渲染器是否有被其他渲染器靜態批處理?

立鑽哥哥:Has this renderer been statically batched with any other renderers?

 

 

 

 

 

++B2.4、isVisible

++B2.4、isVisible

++B2.4、isVisible

++++立鑽哥哥:是否可見

public bool isVisible;

++++在任意的攝像機中該渲染器是否可見(只讀)

++++注意:當該物體在場景中被渲染時,應考慮該物體是否可見;例如,它實際上不顯示在攝像機裏但是依然需要去用着色器爲它渲染;當在編輯器中運行時,場景視圖攝像機也有可能導致該值爲真

 

 

 

 

 

++B2.5、lightmapIndex

++B2.5、lightmapIndex

++B2.5、lightmapIndex

++++立鑽哥哥:光照圖索引

public int lightmapIndex;

++++使用該渲染器渲染的烘焙光照圖索引

++++該索引參考了LightmapSettings.lightmaps數組;值爲10xFFFF)意味沒有高度圖被指定,該值是默認值;值爲0xFFFE用於物體內部,光照圖縮放比例爲0;因此表現爲已應用了光照貼圖,但是並沒有光照貼圖被指定

++++一個場景可以儲存多個光照貼圖,並且渲染器可以使用這些光照貼圖其中之一;這使得有可能在多個物體使用相同的材質,雖然每個物體可以引用不同的光照貼圖或同一光照的不同部分

 

 

 

 

 

++B2.6、lightmapScaleOffset

++B2.6、lightmapScaleOffset

++B2.6、lightmapScaleOffset

++++立鑽哥哥:光照圖的縮放和偏移

public Vector4 lightmapScaleOffset;

++++用於光照圖的UV縮放和偏移

++++光照圖是個紋理圖集並且多個渲染器可以使用相同光照圖的不同部分

++++該向量的xy軸表示UV的縮放,zw表示UV的偏移

 

 

 

 

 

++B2.7、localToWorldMatrix

++B2.7、localToWorldMatrix

++B2.7、localToWorldMatrix

++++立鑽哥哥:局部轉世界矩陣

public Matrix4x4 localToWorldMatrix;

++++將點的位置從局部座標轉換爲世界座標的矩陣

++++注意:如果設置shader參數,這個屬性必須使用Renderer.localToWorldMatrix替代

++++[Matrix4x4矩陣]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

 

 

 

 

 

++B2.8、material

++B2.8、material

++B2.8、material

++++立鑽哥哥:材質

public Material material;

++++返回分配給渲染器的第一個材質

++++修改材質僅會改變該物體的材質

++++如果該材質被其他的渲染器使用,將克隆該材質並用於當前的渲染器

++++注意:該功能自主地實例化該材質並且使其成爲該渲染器獨有的材質;當該遊戲物體被刪除時,刪除該材質是責任;Resources.UnloadUnusedAssets也刪除該材質但是僅當加載新的級別是調用

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

//Change renderers material each changeInterval seconds from the material array defined in the inspector.

public class YanlzRenderer : MonoBehaviour{

    public Material[] materials;

    public float changeInterval = 0.33F;

    public Renderer rend;

 

    void Start(){

        rend = GetComponent<Renderer>();

        rend.enabled = true;

    }    //立鑽哥哥:void Start(){}

 

    //Toggle the Objects visibility each second

    void Update(){

        if(materials.Length == 0){

            return;

        }    //立鑽哥哥:if(materials.Length==0){}

 

        //We want this material index now

        int index = Mathf.FloorToInt(Time.time / changeInterval);

 

        //take a modulo with materials count so that animation repeats

        index = index % materials.Length;

 

        //assign it to the renderer

        rend.sharedMaterial = materials[index];

 

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzRenderer{}

 

 

 

 

 

++B2.9、materials

++B2.9、materials

++B2.9、materials

++++立鑽哥哥:材質列表

public Material[] materials;

++++返回該物體所有實例化的材質

++++這是該渲染器的所有材質的數組;Unity支持單個物體使用多個材質;在這種情況下材質列表包含所有的材質

++++修改材質列表的任意材質將會改變該物體的外觀

++++注意:Unity返回的所有的列表,該變量返回克隆的材質數組;如果想要改變數組裏的一些材質,獲取該值,改變進入的和設置返回的

++++注意:該功能自主地實例化該材質並且使其成爲該渲染器獨有的材質;當該遊戲物體被刪除時,刪除該材質是責任;Resources.UnloadUnusedAssets也刪除該材質但是僅當加載新的級別是調用

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

 

 

 

 

 

++B2.10、probeAnchor

++B2.10、probeAnchor

++B2.10、probeAnchor

++++立鑽哥哥:探測器錨點

public Transform probeAnchor;

++++如果設置該屬性,渲染器將會使用該變換的位置去尋找燈光或反射探測器

++++否則渲染器中心的AABB將會被使用

 

 

 

 

 

++B2.11、realtimeLightmapIndex

++B2.11、realtimeLightmapIndex

++B2.11、realtimeLightmapIndex

++++立鑽哥哥:實時光照圖索引

public int realtimeLightmapIndex;

++++應用於該渲染器的實時光照圖的索引

++++值爲-1意味着不指定光照圖,該值是默認值;0xFFFF是用於物體內部的值並且光照圖的縮放爲0;它們影響光照圖,但不指定光照圖;這個索引是16位的,它的最大值不超過655330xFFFE

++++一個場景可以儲存多個光照貼圖,並且渲染圖可以使用這些光照貼圖其中之一;這使得有可能在多個物體使用相同的材質,雖然每個物體可以引用不同的光照貼圖或同一光照的不同部分

 

 

 

 

 

++B2.12、realtimeLightmapScaleOffset

++B2.12、realtimeLightmapScaleOffset

++B2.12、realtimeLightmapScaleOffset

++++立鑽哥哥:實時光照圖的縮放和偏移

public Vector4 realtimeLightmapScaleOffset;

++++用於實時光照的UV的縮放和偏移量

++++lightmapScaleOffset一樣,除了實時光照圖

++++一個場景可以儲存多個光照貼圖,並且渲染器可以使用這些光照貼圖其中之一;這使得有可能在多個物體使用相同的材質,雖然每個物體可以引用不同的光照貼圖或同一光照的不同部分

++++該向量的xy代表UV縮放,zw代表UV的偏移

 

 

 

 

 

++B2.13、receiveShadows

++B2.13、receiveShadows

++B2.13、receiveShadows

++++立鑽哥哥:接收陰影

public bool receiveShadows;

++++這個物體接收陰影嗎?

++++通常物體應該接收陰影,但是假如當你知道這些特定的物體是沒有陰影的時候,關閉這個屬性能夠有效的達到優化的目的

++++注意:在延遲渲染路徑下接受陰影標籤是不起作用的,所有的物體都會在這種情況下接受陰影

 

 

 

 

 

++B2.14、reflectionProbeUsage

++B2.14、reflectionProbeUsage

++B2.14、reflectionProbeUsage

++++立鑽哥哥:反射探測器的用途

public Rendering.ReflectionProbeUsage reflectionProbeUsage;

++++該渲染起是否使用反射探測器?

++++如果在當前場景中啓用反射探測器,反射貼圖將會選入該物體並在內置着色器上設置統一的變量;表面着色器自動使用這些信息

 

 

 

 

 

++B2.15、shadowCastingMode

++B2.15、shadowCastingMode

++B2.15、shadowCastingMode

++++立鑽哥哥:陰影投射模式

public Rendering.ShadowCastingMode shadowCastingMode;

++++該物體是否投射陰影?

++++陰影投射模式枚舉詳細說明了如何和是否對該物體使用投射;典型的陰影投射或者不投射,但是也有可能使陰影兩面化(對其他單個的幾何體有用)或者成爲陰影物體(該物體在場景中不可見,但是投射陰影)

 

 

 

 

 

++B2.16、sharedMaterial

++B2.16、sharedMaterial

++B2.16、sharedMaterial

++++立鑽哥哥:共享材質

public Material sharedMaterial;

++++該物體的共享材質

++++修改共享材質會改變所用使用該材質的物體,並且保存在工程中的材質設置也會改變

++++不推薦修改通過sharedMaterial返回的材質;如果想修改渲染器的材質,使用material替換它

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

 

 

 

 

 

++B2.17、sharedMaterials

++B2.17、sharedMaterials

++B2.17、sharedMaterials

++++立鑽哥哥:共享材質列表

public Material[] sharedMaterials;

++++所有物體的材質

++++該渲染器使用的所有材質的數組;Unity支持單個物體使用多個材質;在這種情況下共享材質列表包含所有的材質,如果有一個以上的材質,sharedMaterialmaterial屬性返回首次使用的材質

++++sharedMaterials修改任意材質,將改變所有使用這個材質的物體外觀,並且也改變儲存在工程裏的材質設置

++++不推薦修改由sharedMaterial返回的材質;如果想修改渲染器的材質,使用material替代

++++注意:Unity返回的所有數組,這些數組拷貝的材質數組;如果想在數組改變某些材質,獲取值,更改輸入和設置返回材質

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

 

 

 

 

 

++B2.18、sortingLayerID

++B2.18、sortingLayerID

++B2.18、sortingLayerID

++++立鑽哥哥:排序層ID

public int sortingLayerID;

++++渲染器排序層的唯一ID

++++默認排序層的ID總是0

 

 

 

 

 

++B2.19、sortingLayerName

++B2.19、sortingLayerName

++B2.19、sortingLayerName

++++立鑽哥哥:排序層的名字

public string sortingLayerName;

++++渲染器排序層的名字

 

 

 

 

 

++B2.20、sortingOrder

++B2.20、sortingOrder

++B2.20、sortingOrder

++++立鑽哥哥:排序

public int sortingOrder;

++++排序層的渲染器命令

++++注意該值在-3276832767之間

 

 

 

 

 

++B2.21、useLightProbes

++B2.21、useLightProbes

++B2.21、useLightProbes

++++立鑽哥哥:使用光探測器

public bool useLightProbes;

++++該渲染器是否使用燈光探測器?

++++如果在當前場景中啓用並渲染燈光探測器,添加的燈光探測器將會適用於該物體並設置內置着色器的統一的變量;表面着色器自動的使用該信息;爲自定義的非表面着色器添加光探測器;在頂點和像素着色器使用ShadeSH9(正常的世界空間)

 

 

 

 

 

++B2.22、worldToLocalMatrix

++B2.22、worldToLocalMatrix

++B2.22、worldToLocalMatrix

++++立鑽哥哥:世界座標轉換爲自身座標的矩陣

public Matrix4x4 worldToLocalMatrix;

++++將點從世界空間轉換爲自身空間的矩陣(只讀)

++++如果設置着色器參數,必須使用該屬性而不是Transform.worldToLocalMatrix

++++[Matrix4x4矩陣]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

 

 

 

 

 

 

 

#C3、Public Functions公共函數

#C3、Public Functions公共函數

++C3、Public Functions公共函數

++++C3.1、GetClosestReflectionProbes

++++C3.2、GetPropertyBlock

++++C3.3、SetPropertyBlock

++++C3.4、YanlzXREngine.Renderer.PublicFunctions

 

 

++C3.1、GetClosestReflectionProbes

++C3.1、GetClosestReflectionProbes

++C3.1、GetClosestReflectionProbes

++++立鑽哥哥:獲取最近的反射探測器

public void GetClosestReflectionProbes(List<ReflectionProbeBlendInfo> result);

++++返回最近的反射探測器的權重,權重表示在渲染器中探測器受到多少影響,當多個探測器發生混合時該值被使用

 

 

 

 

 

++C3.2、GetPropertyBlock

++C3.2、GetPropertyBlock

++C3.2、GetPropertyBlock

++++立鑽哥哥:獲取屬性塊

public void GetPropertyBlock(MaterialPropertyBlock dest);

++++獲取每個渲染器材質的屬性塊

 

 

 

 

 

++C3.3、SetPropertyBlock

++C3.3、SetPropertyBlock

++C3.3、SetPropertyBlock

++++立鑽哥哥:設置屬性塊

public void SetPropertyBlock(MaterialPropertyBlock properties);

++++讓添加的每個渲染器材質參數沒有重複的材質

++++當經常更改材質屬性是推薦該函數;在多個渲染器中,這比直接在材料上設置屬性更有效

 

 

 

 

 

 

 

#D4、Messages信息

#D4、Messages信息

++D4、Messages信息

++++D4.1、OnBecameInvisible

++++D4.2、OnBecameVisible

++++D4.3、YanlzXREngine.Renderer.Messages

 

 

++D4.1、OnBecameInvisible

++D4.1、OnBecameInvisible

++D4.1、OnBecameInvisible

++++立鑽哥哥:變得不可見

Renderer.OnBecameInvisible();

++++當物體在攝像機中變不可見時,調用OnBecameInvisible()

++++這個消息發送到附加到該渲染器的所有腳本;OnBecameVisibleOnBecameInvisible對避免計算非常有用的,只需要當物體可見時計算

++++注意:在場景中當需要渲染時該對象被認爲是可見的;事實上它可能不被任何攝像機可見,但是依然需要去渲染陰影;當運行在編輯器,場景視圖攝像機也將導致這個函數被調用

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzRenderer : MonoBehaviour{

 

    void OnBecameInvisible(){

        enabled = false;

    }    //立鑽哥哥:void OnBecameInvisible(){}

 

    void OnBecameVisible(){

        enabled = true;

    }    //立鑽哥哥:void OnBecameVisible(){}

 

}    //立鑽哥哥:public class YanlzRenderer{}

 

 

 

 

 

++D4.2、OnBecameVisible

++D4.2、OnBecameVisible

++D4.2、OnBecameVisible

++++立鑽哥哥:使可見

Renderer.OnBecameVisible();

++++當該物體在任何攝像機中可見時調用OnBecameVisible

++++這個消息發送到附加到該渲染器的所有腳本;OnBecameVisibleOnBecameInvisible對避免計算非常有用的,只需要當物體可見時計算

++++注意:在場景中當需要渲染時該對象被認爲是可見的;事實上它可能不被任何攝像機可見,但是依然需要去渲染圖像;當運行在編輯器,場景視圖攝像機也將導致這個函數被調用

 

 

 

 

 

 

 

#E5、立鑽哥哥對Renderer類的拓展

#E5、立鑽哥哥對Renderer類的拓展

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW萬維網]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩陣]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture紋理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR遊戲開發QQ羣:784477094

++立鑽哥哥推薦的拓展學習鏈接(Link_Url)

立鑽哥哥推薦的拓展學習鏈接(Link_Url)

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz/

++++虛擬現實VR資訊: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE開發基礎https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus雜談https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安裝使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity減少VR暈眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR腳本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系統https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0傳送機制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR實戰之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR簡介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK雜談https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入門(雜談)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代碼結構(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虛擬現實行業應用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平臺上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平臺熱銷VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR實驗:以太網幀的構成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++實驗四:存儲器擴展實驗https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用戶手冊https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面試題ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面試題Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面試題Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面試題Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面試題https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禪道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入門篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入門篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入門篇(基礎概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知識點https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++遊戲框架(UI框架夯實篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++遊戲框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架設計https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++從零開始學架構https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++設計模式簡單整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++專題:設計模式(精華篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小項目參考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小遊戲算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML類圖https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知識點0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知識點0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader編程(第一篇:快速入門篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader編程(第二篇:基礎夯實篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向組件開發https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系統https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平臺開發https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI進階https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI綜合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity動畫系統基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity動畫系統進階https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation導航系統https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity數據存儲https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite數據庫https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW類和協程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity網絡https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity資源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++編寫Photon遊戲服務器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委託https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#靜態類https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String類https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#數據類型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默認的快捷鍵https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++遊戲相關縮寫https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody剛體https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材質https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform變換https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider輪碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources資源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON數據結構https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企業內訓(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企業內訓(第1講)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企業內訓(第2講)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企業內訓(第3講)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企業內訓(第4講)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企業內訓(第5講)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企業內訓(第6講)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++鑽哥帶您瞭解產品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++計算機組成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:雲計算和霧計算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++雲計算通俗講義https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

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