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C# Cubemap.SmoothEdges方法代码示例

本文整理汇总了C#中UnityEngine.Cubemap.SmoothEdges方法的典型用法代码示例。如果您正苦于以下问题:C# Cubemap.SmoothEdges方法的具体用法?C# Cubemap.SmoothEdges怎么用?C# Cubemap.SmoothEdges使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.Cubemap的用法示例。


在下文中一共展示了Cubemap.SmoothEdges方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Create

        void Create()
        {
            try {
            string planetFolder = Application.dataPath + "/Worlds/Planets/" + worldName;
            System.IO.Directory.CreateDirectory(planetFolder);

            NoiseVector[] noiseVectors = CreateNoiseVectors(noiseLayers);

            Cubemap clouds = new Cubemap(detail, TextureFormat.RGBA32, false); // false for now as unity doesn't have seamless cubemaps $)%ˆ#)!_#

            foreach (CubemapFace face in System.Enum.GetValues(typeof(CubemapFace))) {
                EditorUtility.DisplayProgressBar("Latlong to cubemap", "Processing " + face, (float) face / 6.0f);
                Color[] pixels = new Color[detail * detail];
                for (int x = 0; x < detail; ++x)
                    for (int y = 0; y < detail; ++y) {
                        Vector3 dir = Utils.Cubemap.CubemapDirection(face,
                                                                     (x+0.5f) / (float)detail - 0.5f,
                                                                     (y+0.5f) / (float)detail - 0.5f);

                        float intensity = 0.0f;
                        foreach (NoiseVector vec in noiseVectors) {
                            float distance = (dir - vec.Normal).magnitude;
                            float v = Mathf.Max(0.0f, 1.0f - distance / vec.Radius);
                            intensity += v * vec.Amplitude;
                        }

                        int index = x + y * detail;
                        pixels[index] = new Color(intensity, intensity, intensity, intensity);
                    }

                clouds.SetPixels(pixels, face);
                clouds.Apply();
            }

            clouds.SmoothEdges(); // Because unity doesn't support seamless filtering, but is it enough?

            string saveFolder = "Assets/Worlds/Planets/" + worldName + "/";
            string savePath = saveFolder + "clouds.cubemap";
            AssetDatabase.CreateAsset(clouds, savePath);

            } catch (System.Exception e) {
            Debug.LogError("Creation of clouds failed:\n" + e);
            }

            EditorUtility.ClearProgressBar();
        }
开发者ID:shadercoder,项目名称:Unity3D-experiments,代码行数:46,代码来源:CloudCreator.cs

示例2: CreateCubeMap

	// This is the coroutine that creates the cubemap images
	IEnumerator CreateCubeMap(bool diffuse)
	{

		int size;
		if(diffuse == true)
		{
			size = CubeSizeSetup(true);
		}
		else
		{
			size = CubeSizeSetup(false);
		}

		Cubemap tempCube = new Cubemap(size, TextureFormat.ARGB32, true);

		if( hasPro == false )
		{		
			cubeCamera.RenderToCubemap(tempCube);
		}
		else
		{
			yield return StartCoroutine(Capture(tempCube, CubemapFace.PositiveZ, cubeCamera));
			yield return StartCoroutine(Capture(tempCube, CubemapFace.PositiveX, cubeCamera));
			yield return StartCoroutine(Capture(tempCube, CubemapFace.NegativeX, cubeCamera));
			yield return StartCoroutine(Capture(tempCube, CubemapFace.NegativeZ, cubeCamera));
			yield return StartCoroutine(Capture(tempCube, CubemapFace.PositiveY, cubeCamera));
			yield return StartCoroutine(Capture(tempCube, CubemapFace.NegativeY, cubeCamera));
		}

		// v0.035 this fix the ugly mipmap transition
		tempCube.filterMode = FilterMode.Trilinear;
		tempCube.wrapMode = TextureWrapMode.Clamp;

		if (SystemInfo.graphicsShaderLevel != 50)
		{
			tempCube.SmoothEdges(smoothEdge);
		}
		
		tempCube.Apply();

		if(diffuse == true)
		{
			diffuseCube = tempCube;

			string diffusePath = GetOutPutPath(diffuseCube,true);

			AssetDatabase.CreateAsset(diffuseCube, diffusePath);
			SerializedObject serializedCubemap = new SerializedObject(diffuseCube);
			SetLinearSpace(ref serializedCubemap, false);
		}
		else
		{
			specularCube = tempCube;

			string specularPath = GetOutPutPath(specularCube,false);

			AssetDatabase.CreateAsset(specularCube, specularPath);
			SerializedObject serializedCubemap = new SerializedObject(specularCube);
			SetLinearSpace(ref serializedCubemap, false);
		}
		/*
		// Re-enable the renderer
		if(renderer) 
		{
			renderer.enabled = true;
		}
*/
		yield return StartCoroutine(CaptureFinished());
	}
开发者ID:ArieLeo,项目名称:AntonovSuit,代码行数:70,代码来源:AntonovSuitProbe.cs

示例3: ConvolveSpecularCubeMap

	IEnumerator ConvolveSpecularCubeMap()
	{
		int size = 0;
		int samples = 0;
		size = CubeSizeSetup(false);
		samples = qualitySetup(false);

		if(radianceModel == radianceEnum.BlinnPhong)
		{
			convolveSpecularSkybox = new Material(Shader.Find("Hidden/Antonov Suit/Radiance/Blinn"));
		}

		if(radianceModel == radianceEnum.GGX)
		{
			convolveSpecularSkybox = new Material(Shader.Find("Hidden/Antonov Suit/Radiance/GGX"));
		}

		convolveSpecularSkybox.SetInt("_specSamples",samples);
		convolveSpecularSkybox.SetInt("_specularSize", size);
		convolveSpecularSkybox.SetTexture("_SpecCubeIBL", specularCube);

		UnityEngine.RenderSettings.skybox = convolveSpecularSkybox;

		Cubemap tempCube = new Cubemap(size, TextureFormat.ARGB32, true);

		for(int mip = 0; (size >> mip) > 0; mip++)
		{

			// v0.035 better way to get exponent with different cubemap size
			float minExponent = 0.005f;

			float exponent = Mathf.Max( (float)specularExponent / (float)size * (float)mip, minExponent );

			/*
			float[] expVal = new float [] {
				0.01f,0.1f,0.2f,0.3f,0.4f,0.5f,0.6f,0.7f,0.8f,0.9f,1.0f
			};

			float exponent = expVal[mip];

			convolveSpecularSkybox.SetFloat("_Shininess", exponent );
			*/

			if( mip == 0 )
			{
				convolveSpecularSkybox.SetFloat("_Shininess", minExponent);
			}
			if( mip != 0 && radianceModel == radianceEnum.GGX)
			{
				convolveSpecularSkybox.SetFloat("_Shininess", exponent + 0.05f);
			}
			if( mip != 0 && radianceModel == radianceEnum.BlinnPhong)
			{
				convolveSpecularSkybox.SetFloat("_Shininess", exponent);
			}

			int cubeSize = Mathf.Max(1, tempCube.width >> mip );

			Cubemap mipCube = new Cubemap(cubeSize, TextureFormat.ARGB32, false);

			if( hasPro == true )
			{		
				cubeCamera.RenderToCubemap(mipCube);

				for(int f=0; f<6; ++f) 
				{
					CubemapFace face = (CubemapFace)f;
					tempCube.SetPixels(mipCube.GetPixels(face), face, mip);
				}

			}
			else
			{
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.PositiveZ, cubeCamera,mip));
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.PositiveX, cubeCamera,mip));
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.NegativeX, cubeCamera,mip));
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.NegativeZ, cubeCamera,mip));
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.PositiveY, cubeCamera,mip));
				yield return StartCoroutine(CaptureImportanceSample(tempCube, CubemapFace.NegativeY, cubeCamera,mip));
			}
		}

		// v0.035 this fix the ugly mipmap transition
		tempCube.filterMode = FilterMode.Trilinear;
		tempCube.wrapMode = TextureWrapMode.Clamp;

		if (SystemInfo.graphicsShaderLevel != 50)
		{
			tempCube.SmoothEdges(smoothEdge);
		}

		tempCube.Apply(false);

		specularCube = tempCube;

		string convolvedSpecularPath = GetOutPutPath(specularCube,false);
	
		AssetDatabase.CreateAsset(specularCube, convolvedSpecularPath);
		SerializedObject serializedCubemap = new SerializedObject(specularCube);
		SetLinearSpace(ref serializedCubemap, false);
//.........这里部分代码省略.........
开发者ID:ArieLeo,项目名称:AntonovSuit,代码行数:101,代码来源:AntonovSuitProbe.cs

示例4: OnGUI


//.........这里部分代码省略.........
                        {
                            CubemapHelpers.setMipMap(ref serializedCubemap, m_useMipMaps);
                        }
                        GUI.backgroundColor = Color.white;
                    }
                    EditorGUILayout.EndVertical();
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();

                EditorGUILayout.BeginHorizontal(GUILayout.Width(300));
                {
                    EditorGUILayout.BeginVertical(GUILayout.Width(250));
                    {
                        m_mipmapBias = EditorGUILayout.Slider("Mip Map Bias:", m_mipmapBias, -10f, 10f);
                        EditorGUILayout.LabelField("Currently:", m_Cubemap.mipMapBias.ToString());
                    }
                    EditorGUILayout.EndVertical();
                    EditorGUILayout.BeginVertical(GUILayout.MaxWidth(50f));
                    {
                        GUI.backgroundColor = CubemapHelpers.ColorGreen;
                        if (GUILayout.Button("Apply", GUILayout.Width(50), GUILayout.Height(20)))
                        {
                            m_Cubemap.mipMapBias = m_mipmapBias;
                            m_Cubemap.Apply();
                        }
                        GUI.backgroundColor = Color.white;
                    }
                    EditorGUILayout.EndVertical();
                }
                EditorGUILayout.EndHorizontal();
            
                EditorGUILayout.Space();

#if !UNITY_2_6 && !UNITY_2_6_1 && !UNITY_3_0 && !UNITY_3_0_0 && !UNITY_3_1 && !UNITY_3_2 && !UNITY_3_3 && !UNITY_3_4 && !UNITY_3_5
                m_smoothEdges = EditorGUILayout.Toggle("Smooth Edges?", m_smoothEdges);
                if (m_smoothEdges)
                {
                    EditorGUILayout.HelpBox("CAREFUL: This effect can't be undone!", MessageType.Warning);

                    EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(300));
                    {
                        EditorGUILayout.BeginVertical(GUILayout.Width(250));
                        {
                            EditorGUILayout.BeginHorizontal();
                            {
                                EditorGUILayout.BeginVertical(GUILayout.Width(150));
                                {
                                    EditorGUILayout.LabelField("Edge Smooth Width:", GUILayout.Width(150));
                                }
                                EditorGUILayout.EndVertical();

                                EditorGUILayout.BeginVertical(GUILayout.Width(30));
                                {
                                    m_smoothEdgeWidth = EditorGUILayout.IntField(m_smoothEdgeWidth, GUILayout.Width(30));
                                }
                                EditorGUILayout.EndVertical();

                                EditorGUILayout.BeginVertical(GUILayout.Width(30));
                                {
                                    EditorGUILayout.LabelField("px", GUILayout.Width(30));
                                }
                                EditorGUILayout.EndVertical();
                            }
                            EditorGUILayout.EndHorizontal();
                        }
                        EditorGUILayout.EndVertical();
                        EditorGUILayout.BeginVertical(GUILayout.MaxWidth(50f));
                        {
                            GUI.backgroundColor = CubemapHelpers.ColorGreen;
                            if (GUILayout.Button("Apply", GUILayout.Width(50), GUILayout.Height(20)))
                            {
                                m_Cubemap.SmoothEdges(m_smoothEdgeWidth);
                                m_Cubemap.Apply();
                            }
                            GUI.backgroundColor = Color.white;
                        }
                        EditorGUILayout.EndVertical();
                    }
                    EditorGUILayout.EndHorizontal();
                }
#endif
            }
            EditorGUILayout.EndVertical();

            EditorGUILayout.Space();

            GUI.backgroundColor = CubemapHelpers.ColorGreen;
            if (GUILayout.Button("Apply ALL (use carefully!)", GUILayout.Width(200), GUILayout.Height(40)))
            {
                ApplyChanges(m_Cubemap);
            }
            GUI.backgroundColor = Color.white;
        }
		
		EditorGUILayout.EndScrollView();
		
		Repaint();
	}
开发者ID:fengqk,项目名称:Art,代码行数:101,代码来源:CubemapToolPropertyModifier.cs

示例5: ApplyChanges

    private void ApplyChanges(Cubemap cubemap)
    {
        if (cubemap.height != m_resolution)
            RemakeCubemap(ref cubemap);
        else
        {
            cubemap.mipMapBias = m_mipmapBias;

#if !UNITY_2_6 && !UNITY_2_6_1 && !UNITY_3_0 && !UNITY_3_0_0 && !UNITY_3_1 && !UNITY_3_2 && !UNITY_3_3 && !UNITY_3_4 && !UNITY_3_5
            if (m_smoothEdges)
                cubemap.SmoothEdges(m_smoothEdgeWidth);
#endif

            cubemap.Apply();

            SerializedObject serializedCubemap = new SerializedObject(cubemap);
            CubemapHelpers.setMipMap(ref serializedCubemap, m_useMipMaps);
            CubemapHelpers.setLinear(ref serializedCubemap, m_useLinearSpace);
        }
    }
开发者ID:fengqk,项目名称:Art,代码行数:20,代码来源:CubemapToolPropertyModifier.cs

示例6: ScreenCapture

	IEnumerator ScreenCapture()
	{
		Transform cam = camera.transform;
		
		while(isTakingScreenshots)
		{
			// Loop through each node
			for(int a=0; a<nodes.Length; a++)
			{
				// Make sure this Node is set to allow generation of either cubemaps or PNGs
				// Ignore the Allow parameter if we have no cubemap assigned yet at all
				if(nodes[a].allowCubemapGeneration || nodes[a].allowGeneratePNG || (!nodes[a].allowCubemapGeneration && nodes[a].cubemap == null) )
				{					
					// Set Camera
					cam.position = nodes[a].transform.position;				
					cam.rotation = Quaternion.identity;
					
					// Set resolution because Node may override
					SetNodeResolution(nodes[a]);
					
					// Make cubemap
					Cubemap cubemap = new Cubemap(nodeResolution, textureFormat, useMipMaps);
                    cubemap.mipMapBias = mipMapBias;

					// Loop through all Directions to take screenshots for this node
					for(int b=0; b<6; b++)
					{
						//Debug.Log("Processing Node " + nodes[a].name + " in Direction " + currentDir);
						
						switch(currentDir)
						{
							case DIR.Right:
								cam.rotation = Quaternion.Euler(0, 90, 0);						
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveX, nodes[a]));
								currentDir = DIR.Left;
								break;
							
							case DIR.Left:
								cam.rotation = Quaternion.Euler(0, -90, 0);
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeX, nodes[a]));
								currentDir = DIR.Top;
								break;
							
							case DIR.Top:
								cam.rotation = Quaternion.Euler(-90, 0, 0);
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveY, nodes[a]));
								currentDir = DIR.Bottom;
								break;
							
							case DIR.Bottom:
								cam.rotation = Quaternion.Euler(90, 0, 0);
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeY, nodes[a]));
								currentDir = DIR.Front;
								break;
							
							case DIR.Front:
								cam.rotation = Quaternion.Euler(0, 0, 0);
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveZ, nodes[a]));
								currentDir = DIR.Back;
								break;
							
							case DIR.Back:
								cam.rotation = Quaternion.Euler(0, 180, 0);
								yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeZ, nodes[a]));
								currentDir = DIR.Right; // back to the beginning (or else it gets stuck)
								break;
						}
                    }

#if !UNITY_2_6 && !UNITY_2_6_1 && !UNITY_3_0 && !UNITY_3_0_0 && !UNITY_3_1 && !UNITY_3_2 && !UNITY_3_3 && !UNITY_3_4 && !UNITY_3_5
                    // Smooth Edges on Unity 4+
                    if (smoothEdges)
                    {
                        cubemap.SmoothEdges(smoothEdgesWidth);
                        cubemap.Apply();
                    }
#endif											
			
					// Create Cubemap, but only if we are allowed to (unless there is no cubemap on the node yet)
                    if (nodes[a].allowCubemapGeneration || (!nodes[a].allowCubemapGeneration && nodes[a].cubemap == null))
                    {
                        string finalCubemapPath = pathCubemaps + "/" + sceneName + "_" + nodes[a].name + ".cubemap";
                        if (finalCubemapPath.Contains("//"))
                            finalCubemapPath = finalCubemapPath.Replace("//", "/");

                        AssetDatabase.CreateAsset(cubemap, finalCubemapPath);
                    }

                    // Set Linear Space if wanted
                    SerializedObject serializedCubemap = new SerializedObject(cubemap);
                    SetLinearSpace(ref serializedCubemap, useLinearSpace);
	
					// Free up memory to prevent memory leak
					Resources.UnloadUnusedAssets();
				}
			}
				
			AssetDatabase.Refresh();
			
			isTakingScreenshots = false;
//.........这里部分代码省略.........
开发者ID:fengqk,项目名称:Art,代码行数:101,代码来源:Cubemapper.cs

示例7: RenderIntoCubemap

    public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap)
    {
        int width = (int)outCubemap.width;
        int height = (int)outCubemap.height;

        CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
        Vector3[] faceAngles = new Vector3[] { new Vector3(0.0f, 90.0f, 0.0f), new Vector3(0.0f, -90.0f, 0.0f), new Vector3(-90.0f, 0.0f, 0.0f), new Vector3(90.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 180.0f, 0.0f) };

        // Backup states
        RenderTexture backupRenderTex = RenderTexture.active;
        float backupFieldOfView = ownerCamera.fieldOfView;
        float backupAspect = ownerCamera.aspect;
        Quaternion backupRot = ownerCamera.transform.rotation;
        //RenderTexture backupRT = ownerCamera.targetTexture;

        // Enable 8X MSAA
        RenderTexture faceTexture = new RenderTexture(width, height, 24);
        faceTexture.antiAliasing = 8;
        #if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3)
        faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
        #endif
        faceTexture.hideFlags = HideFlags.HideAndDontSave;

        // For intermediate saving
        Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false);
        swapTex.hideFlags = HideFlags.HideAndDontSave;

        // Capture 6 Directions
        ownerCamera.targetTexture = faceTexture;
        ownerCamera.fieldOfView = 90;
        ownerCamera.aspect = 1.0f;

        Color[] mirroredPixels = new Color[swapTex.height * swapTex.width];
        for (int i = 0; i < faces.Length; i++)
        {
            ownerCamera.transform.eulerAngles = faceAngles[i];
            ownerCamera.Render();
            RenderTexture.active = faceTexture;
            swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0);

            // Mirror vertically to meet the standard of unity cubemap
            Color[] OrignalPixels = swapTex.GetPixels();
            for (int y1 = 0; y1 < height; y1++)
            {
                for (int x1 = 0; x1 < width; x1++)
                {
                    mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1];
                }
            };
            outCubemap.SetPixels(mirroredPixels, faces[i]);
        }

        outCubemap.SmoothEdges();

        // Restore states
        RenderTexture.active = backupRenderTex;
        ownerCamera.fieldOfView = backupFieldOfView;
        ownerCamera.aspect = backupAspect;
        ownerCamera.transform.rotation = backupRot;
        ownerCamera.targetTexture = backupRenderTex;

        DestroyImmediate(swapTex);
        DestroyImmediate(faceTexture);
    }
开发者ID:ranguera,项目名称:tron-trails,代码行数:64,代码来源:OVRCubemapCapture.cs

示例8: CreateCubemapWithPro

    static public void CreateCubemapWithPro(int resolution, TextureFormat textureFormat, bool useLinearSpace, bool useMipMaps, float mipMapBias, string outputPathCubemap, bool makePNG, string outputPathPNG, CameraClearFlags camClearFlags, Color camBGColor, float camFarClipPlane, int camCullingMask, bool smoothEdges, int smoothEdgeWidth)
    {
        CubemapNode[] nodes = FindObjectsOfType(typeof(CubemapNode)) as CubemapNode[];
        for (int a = 0; a < nodes.Length; a++)
        {
            // Make sure this Node is set to allow generation of either cubemaps or PNGs
            // Ignore the Allow parameter if we have no cubemap assigned yet at all
            if (nodes[a].allowCubemapGeneration || (!nodes[a].allowCubemapGeneration && nodes[a].cubemap == null))
            {
                // Create our Cubemap File that we will render into
                Cubemap cubemap = new Cubemap(resolution, textureFormat, useMipMaps);
                cubemap.mipMapBias = mipMapBias;
                string finalCubemapPath = outputPathCubemap + "/" + Application.loadedLevelName + "_" + nodes[a].name + ".cubemap";
				
                if (finalCubemapPath.Contains("//"))
                    finalCubemapPath = finalCubemapPath.Replace("//", "/");

                AssetDatabase.CreateAsset(cubemap, finalCubemapPath);

                // create and position temporary camera for rendering
                var go = new GameObject("CubemapCamera", typeof(Camera));
                go.transform.position = nodes[a].transform.position;
                go.transform.rotation = Quaternion.identity;

                // Camera setup
                var cam = go.GetComponent<Camera>();
                cam.clearFlags = camClearFlags;
                cam.backgroundColor = camBGColor;
                cam.farClipPlane = camFarClipPlane;
                cam.cullingMask = camCullingMask;

                // render into cubemap		
                cam.RenderToCubemap(cubemap);

#if !UNITY_2_6 && !UNITY_2_6_1 && !UNITY_3_0 && !UNITY_3_0_0 && !UNITY_3_1 && !UNITY_3_2 && !UNITY_3_3 && !UNITY_3_4 && !UNITY_3_5
                // Smooth Edges on Unity 4.0+
                if (smoothEdges)
                {
                    cubemap.SmoothEdges(smoothEdgeWidth);
                    cubemap.Apply();
                }
#endif

                // Use Linear Space?
                SerializedObject serializedCubemap = new SerializedObject(cubemap);
                CubemapHelpers.setLinear(ref serializedCubemap, useLinearSpace);

                // Destroy temp camera
                DestroyImmediate(go);

                // Extract PNG if Allowed
                if (makePNG && nodes[a].allowGeneratePNG)
                {
                    CubemapHelpers.CubemapToPNG(cubemap, outputPathPNG);
                }

                AssetDatabase.Refresh();
                Selection.activeObject = cubemap;
            }
        }

        Debug.Log("CUBEMAPS GENERATED!");
        EditorUtility.DisplayDialog("Cubemaps generated!", "You can now proceed assigning your cubemaps to your objects.", "Yay!");
    }
开发者ID:fengqk,项目名称:Art,代码行数:64,代码来源:CubemapHelpers.cs


注:本文中的UnityEngine.Cubemap.SmoothEdges方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。