《UnityAPI.Color顏色》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Color+Lerp+RGBToHSV+gamma+linear+立鑽哥哥++OK++)

《UnityAPI.Color顏色》

版本

作者

參與者

完成日期

備註

UnityAPI_Color_V01_1.0

嚴立鑽

 

2020.07.04

 

 

 

 

 

 

 

#《UnityAPI.Color顏色》發佈說明:

++++“UnityAPI.Color顏色是對UnityAPIColor顏色類的剖析和拓展

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/

 

 

 

 

 

 

#Color顏色

#Color顏色

#Color顏色

++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:Color(顏色)是表示RGBA顏色

++++[namespace]

++++[Inherits from]

++++Color這個結構被用來在整個Unity中傳遞顏色;每個顏色的組件是一個範圍從01之間的浮點型值;

++++組件(r,g,b)在RGB顏色空間內定義一個顏色;Alpha組件(a)定義透明度;alpha值是1是完全不透明,alpha值是0是完全透明;

 

 

 

 

 

 

 

#B2、Static Variables靜態變量

#B2、Static Variables靜態變量

++B2、Static Variables靜態變量

++++B2.1、black

++++B2.2、blue

++++B2.3、clear

++++B2.4、cyan

++++B2.5、gray

++++B2.6、green

++++B2.7、grey

++++B2.8、magenta

++++B2.9、red

++++B2.10、white

++++B2.11、yellow

++++B2.12、YanlzXREngine.Color.StaticVariables

 

 

++B2.1、black

++B2.1、black

++B2.1、black

++++立鑽哥哥:黑色

public static Color black;

++++純黑;RGBA(0,0,0,1)

 

 

 

 

 

++B2.2、blue

++B2.2、blue

++B2.2、blue

++++立鑽哥哥:藍色

public static Color blue;

++++純藍;RGBA(0,0,1,1)

 

 

 

 

 

++B2.3、clear

++B2.3、clear

++B2.3、clear

++++立鑽哥哥:透明的

public static Color clear;

++++完全透明的;RGBA(0,0,0,0)

 

 

 

 

 

++B2.4、cyan

++B2.4、cyan

++B2.4、cyan

++++立鑽哥哥:藍綠色

public static Color cyan;

++++藍綠色;RGBA(0,1,1,1)

 

 

 

 

 

++B2.5、gray

++B2.5、gray

++B2.5、gray

++++立鑽哥哥:灰色

public static Color gray;

++++灰色;RGBA(0.5, 0.5, 0.5, 1)

 

 

 

 

 

++B2.6、green

++B2.6、green

++B2.5、green

++++立鑽哥哥:綠色

public static Color green;

++++純綠色;RGBA(0,1,0,1)

 

 

 

 

 

++B2.7、grey

++B2.7、grey

++B2.7、grey

++++立鑽哥哥:灰色

public static Color grey;

++++英語稱作grayRGBA(0.5, 0.5, 0.5, 1)一樣

 

 

 

 

 

++B2.8、magenta

++B2.8、magenta

++B2.8、magenta

++++立鑽哥哥:品紅

public static Color magenta;

++++品紅色;RGBA(1,0,1,1)

 

 

 

 

 

++B2.9、red

++B2.9、red

++B2.9、red

++++立鑽哥哥:紅色

public static Color red;

++++純紅色;RGBA(1,0,0,1)

 

 

 

 

 

++B2.10、white

++B2.10、white

++B2.10、white

++++立鑽哥哥:白色

public static Color white;

++++純白色;RGBA(1,1,1,1)

 

 

 

 

 

++B2.11、yellow

++B2.11、yellow

++B2.11、yellow

++++立鑽哥哥:黃色

public static Color yellow;

++++黃色;RGBA(1, 0.92, 0.016, 1),但是這個顏色看起來不是那麼完美

 

 

 

 

 

 

 

 

#C3、Variables變量

#C3、Variables變量

++C3、Variables變量

++++C3.1、a

++++C3.2、b

++++C3.3、g

++++C3.4、gamma

++++C3.5、grayscale

++++C3.6、linear

++++C3.7、maxColorComponent

++++C3.8、r

++++C3.9、this[int]

++++C3.10、YanlzXREngine.Color.Variables

 

 

++C3.1、a

++C3.1、a

++C3.1、a

++++立鑽哥哥:透明通道

public float a;

++++顏色的透明通道組建

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = Color.white;

 

    void MyTestFunc(){

        color.a = 0;

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.2、b

++C3.2、b

++C3.2、b

++++立鑽哥哥:

public float b;

++++顏色的藍組件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = Color.white;

 

    void MyTestFunc(){

        color.b = 0;

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.3、g

++C3.3、g

++C3.3、g

++++立鑽哥哥:

public float g;

++++顏色的綠組件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = Color.white;

 

    void MyTestFunc(){

        color.g = 0;

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.4、gamma

++C3.4、gamma

++C3.4、gamma

++++立鑽哥哥:伽馬

public Color gamma;

++++顏色的版本,該版本應用了伽馬曲線

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = new Color(0.3F, 0.4F, 0.6F);

 

    void MyTestFunc(){

        Debug.Log(color.gamma);

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.5、grayscale

++C3.5、grayscale

++C3.5、grayscale

++++立鑽哥哥:灰度

public float grayscale;

++++顏色的灰度值(只讀

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = new Color(0.3F, 0.4F, 0.6F);

 

    void MyTestFunc(){

        Debug.Log(color.grayscale);

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.6、linear

++C3.6、linear

++C3.6、linear

++++立鑽哥哥:線性

public Color linear;

++++sRGB顏色的線性值

++++顏色的典型表示在sRGB顏色空間;該屬性返回“linearized”顏色值,即與sRGB伽馬曲線應用相反

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = new Color(0.3F, 0.4F, 0.6F);

 

    void MyTestFunc(){

        Debug.Log(color.linear);

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.7、maxColorComponent

++C3.7、maxColorComponent

++C3.7、maxColorComponent

++++立鑽哥哥:最大顏色組件

public float maxColorComponent;

++++返回顏色組件最大值:Max(r,g,b)

 

 

 

 

 

++C3.8、r

++C3.8、r

++C3.8、r

++++立鑽哥哥:紅色

public float r;

++++顏色的紅色組件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color color = Color.white;

 

    void MyTestFunc(){

        color.r = 0;

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++C3.9、this[int]

++C3.9、this[int]

++C3.9、this[int]

++++立鑽哥哥:使用r,g,b,a組件

public float this[int];

++++使用r,g,b,a組件,使用[0],[1],[2],[3]表示

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color p;

 

    void MyTestFunc(){

        p[1] = 5;

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

 

 

 

#D4、Constructors構造器

#D4、Constructors構造器

++D4、Constructors構造器

++++D4.1、Color

++++D4.2、YanlzXREngine.Color.Constructors

 

 

++D4.1、Color

++D4.1、Color

++D4.1、Color

++++立鑽哥哥:顏色

public Color(float r, float g, float b, float a);

public Color(float r, float g, float b);

++++[r]:紅色組件

++++[g]:綠色組件

++++[b]:藍色組件

++++[a]:透明組件

++++構造一個新的顏色,使用指定r,g,b,a組件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    //public Color color = new Color(0.2F, 0.3F, 0.4F);

    public Color color = new Color(0.2F, 0.3F, 0.4F, 0.5F);

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

 

 

#E5、Public Functions公有函數

#E5、Public Functions公有函數

++E5、Public Functions公有函數

++++D5.1、ToString

++++D5.2、YanlzXREngine.Color.PublicFunctions

 

 

++D5.1、ToString

++D5.1、ToString

++D5.1、ToString

++++立鑽哥哥:轉換爲字符串

public string ToString();

public string ToString(string format);

++++返回一個良好該顏色的格式化字符串

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

 

    void MyTestFunc(){

        Debug.Log(Color.white);

    }    //立鑽哥哥:void MyTestFunc(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

 

 

 

#F6、Static Functions靜態函數

#F6、Static Functions靜態函數

++F6、Static Functions靜態函數

++++F6.1、HSVToRGB

++++F6.2、Lerp

++++F6.3、LerpUnclamped

++++F6.4、RGBToHSV

++++F6.5、YanlzXREngine.Color.StaticFunctions

 

 

++F6.1、HSVToRGB

++F6.1、HSVToRGB

++F6.1、HSVToRGB

++++立鑽哥哥:HSV轉換爲RGB

public static Color HSVToRGB(float H, float S, float V);

public static Color HSVToRGB(float H, float S, float V, bool hdr);

++++[H]:色調[0, 1]

++++[S]:飽和度[0, 1]

++++[V]:[0, 1]

++++[hdr]:輸出HDR顏色;如果爲true,返回顏色將不會夾在[0 .. 1]

++++一個不透明的顏色與HSV匹配的輸入

++++HSV輸入創建一個RGB顏色

 

 

 

 

 

++F6.2、Lerp

++F6.2、Lerp

++F6.2、Lerp

++++立鑽哥哥:線性插值

public static Color Lerp(Color a, Color b, float t);

++++[a]:Color a

++++[b]:Color b

++++[t]:Float for combining a and b

++++顏色a和顏色b之間的線性差值t

++++t是夾在01之間;當t0時返回a;當t1時返回b

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color lerpedColor = Color.white;

 

    void Update(){

        lerpedColor = Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time, 1));

    }    //立鑽哥哥:void Update(){}

 

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++F6.3、LerpUnclamped

++F6.3、LerpUnclamped

++F6.3、LerpUnclamped

++++立鑽哥哥:線性插值非強制

public static Color LerpUnclamped(Color a, Color b, float t);

++++顏色ab之間的線性差值t

++++t0時返回a;當t1時返回b

 

 

 

 

 

++F6.4、RGBToHSV

++F6.4、RGBToHSV

++F6.4、RGBToHSV

++++立鑽哥哥:RGB到HSV

public static void RGBToHSV(Color rgbColor, out float H, out float S, out float V);

++++[rgbColor]:輸入顏色

++++[H]:輸出變量的色調

++++[S]:輸出變量的飽和度

++++[V]:輸出變量的值

++++計算色調,飽和度和輸入顏色的RGB

 

 

 

 

 

 

 

#G7、Operators操作符

#G7、Operators操作符

++G7、Operators操作符

++++G7.1、Color

++++G7.2、operator-

++++G7.3、operator*

++++G7.4、operator/

++++G7.5、operator+

++++G7.6、Vector4

++++G7.7、YanlzXREngine.Color.Operators

 

 

++G7.1、Color

++G7.1、Color

++G7.1、Color

++++立鑽哥哥:顏色

Color.Color

++++顏色可以被隱式轉換成四維向量

 

 

 

 

 

++G7.2、operator-

++G7.2、operator-

++G7.2、operator-

++++立鑽哥哥:

public static Color operator-(Color a, Color b);

++++顏色a減去顏色b;每個組件都分開相減

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color redColor = Color.magenta - Color.blue;

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++G7.3、operator*

++G7.3、operator*

++G7.3、operator*

++++立鑽哥哥:

public static Color operator *(Color a, Color b);

++++兩顏色相乘;每個組件分開相乘

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color grayColor = Color.gray * Color.white;

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++G7.4、operator/

++G7.4、operator/

++G7.4、operator/

++++立鑽哥哥:相除

public static Color operator /(Color a, float b);

++++顏色a除以變量b;每個顏色組件都分開除以該數值

 

 

 

 

 

++G7.5、operator+

++G7.5、operator+

++G7.5、operator+

++++立鑽哥哥:加法

public static Color operator +(Color a, Color b);

++++兩個顏色相加;每個組件分別相加

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Color result = Color.blue + Color.red;

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

++G7.6、Vector4

++G7.6、Vector4

++G7.6、Vector4

++++立鑽哥哥:四維向量

Color.Vector4;

++++顏色可以隱式轉換成四維向量

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzColor : MonoBehaviour{

    public Vector4 aVector4 = Color.white;

}    //立鑽哥哥:public class YanlzColor{}

 

 

 

 

 

 

 

 

 

#H8、立鑽哥哥對Color類的拓展

#H8、立鑽哥哥對Color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

++++[Transform變換]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody剛體]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator動畫]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint關節]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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

++++[Keyframe關鍵幀]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Cloth布料]:https://blog.csdn.net/VRunSoftYanlz/article/details/107131605

++++[Canvas畫布]:https://blog.csdn.net/VRunSoftYanlz/article/details/107117293

++++[AniTransitionInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116998

++++[AnimatorStateInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116694

++++[AnimationState]:https://blog.csdn.net/VRunSoftYanlz/article/details/107093213

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

++++[Rect矩陣]:https://blog.csdn.net/VRunSoftYanlz/article/details/107073059

++++[Random隨機數]:https://blog.csdn.net/VRunSoftYanlz/article/details/107072515

++++[Gizmos可視化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[Debug調試]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[PlayerPrefs存檔]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input輸入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources資源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network網絡]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[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--_--

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

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