1)Texture Streaming的使用疑问
2)Unity 3D场景UI被打断合批的原因
3)Asset Provider和Asset Bundle Provider的意义
4)Addressables更新资源时只加载最初始资源
5)描边算法显示问题
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Q:Unity 2019.2 Texture Streaming在Editor下不生效吗?按照Unity官方介绍,可以在SceneView里面Debug Texture Streaming。但是实际上切换过去会变成浅蓝色/深蓝色,并没有其他任何变化。有人遇到相同的情况吗?
A:1.需要测试脚本才能知道节省了多少内存,场景是看不出来的。
using System; using UnityEditor; using UnityEngine; public class ShowTextureStreamingSummary : MonoBehaviour { public float X = 10; public float Y = 20; public int MemoryBudgetPercentThreshold = 80; public int TextureStreamingPercentThreshold = 50; private ulong HighestDesiredTextureMemory; private Rect TextRect; public void Start() { HighestDesiredTextureMemory = 0; Texture.streamingTextureDiscardUnusedMips = false; QualitySettings.masterTextureLimit = 2;//强制等级为2,为了配合下面的测试脚本 } public string HumanReadableSize(ulong size) { return string.Format("{0:0.0}M", (float)size / (float)(1024 * 1024)); } void ShowText(string text) { float yInc = GUI.skin.font.lineHeight; GUI.Label(TextRect, text); TextRect.y += yInc; } public void OnGUI() { TextRect = new Rect(X, Y, Screen.width - X, Screen.height - Y); GUI.color = Color.red; if (!SystemInfo.supportsMipStreaming) ShowText("Texture streaming unsupported"); if (!QualitySettings.streamingMipmapsActive) ShowText("Texture streaming disabled"); else if (QualitySettings.streamingMipmapsMemoryBudget == 0) ShowText("No texture streaming budget"); else if (Texture.totalTextureMemory == 0) ShowText("No texture memory needed"); else { // Reduced highest memory usage if (Texture.desiredTextureMemory > HighestDesiredTextureMemory) HighestDesiredTextureMemory = Texture.desiredTextureMemory; // Show stats ulong budget = (ulong)(1024 * 1024 * QualitySettings.streamingMipmapsMemoryBudget); float percentUsed = (float)(100 * Texture.desiredTextureMemory) / (float)budget; ShowText(string.Format("Memory budget utilisation {0:0.0}% of {1} texture budget", percentUsed, HumanReadableSize(budget))); if (HighestDesiredTextureMemory > budget) { ulong memoryExcess = HighestDesiredTextureMemory - budget; ShowText(string.Format("Memory exceeds budget by {0}", HumanReadableSize(memoryExcess))); } else { ulong memorySaving = Texture.totalTextureMemory - HighestDesiredTextureMemory; float percentReduction = (float)(100 * HighestDesiredTextureMemory) / (float)Texture.totalTextureMemory; ShowText(string.Format("Memory saving at least {0} with streaming enabled ( at {1:0.0}% of original {2}) - ignoring caching", HumanReadableSize(memorySaving), percentReduction, HumanReadableSize(Texture.totalTextureMemory))); } // Advice section #if UNITY_EDITOR ShowText("Run in standalone app for accurate figures. When run in Play Mode the stats are biased by editor textures"); #endif if (percentUsed < (float)MemoryBudgetPercentThreshold) ShowText(string.Format("Reduce the Memory Budget closer to {0}", HumanReadableSize(Texture.desiredTextureMemory))); else if (Texture.desiredTextureMemory > budget) ShowText(string.Format("Raise Memory Budget above {0}", HumanReadableSize(Texture.desiredTextureMemory))); float percentStreaming = (float)(100 * (Texture.totalTextureMemory - Texture.nonStreamingTextureMemory)) / (float)Texture.totalTextureMemory; if (percentStreaming < (float)TextureStreamingPercentThreshold) ShowText(string.Format("Mark more textures streaming to improve savings ({0:0.0}% texture memory marked as streaming)", percentStreaming)); if (!Texture.streamingTextureDiscardUnusedMips) ShowText("Consider turning on Texture.streamingTextureDiscardUnusedMips to analyse without cached textures"); ShowText(string.Format("desiredTextureMemory {0}", HumanReadableSize(Texture.desiredTextureMemory))); ShowText(string.Format("nonStreamingTextureMemory {0}", HumanReadableSize(Texture.nonStreamingTextureMemory))); ShowText(string.Format("totalTextureMemory {0}", HumanReadableSize(Texture.totalTextureMemory))); } } }
2.Game窗口下,查看哪位纹理使用了Streaming。显示绿的是使用了Streaming;蓝色的是未开启Streaming;红色的是还没使用Streaming。
using UnityEngine; public class TextureStreamingDebug : MonoBehaviour { public Camera m_MainCamera; public Shader m_ReplacementShader; public bool m_ActivateDebugShader; private bool m_DebugShaderActive = false; private RenderingPath originalRenderingPath; void Start() { // Grab camera from self if none set if (!m_MainCamera) m_MainCamera = GetComponent
(); if (m_MainCamera) originalRenderingPath = m_MainCamera.renderingPath; } void Update() { if (!m_MainCamera || !m_ReplacementShader) return; #if UNITY_STANDALONE_WIN || UNITY_EDITOR if (Input.GetKeyDown(KeyCode.Space)) m_ActivateDebugShader ^= true; #else if (Input.GetButtonDown("Fire1")) m_ActivateDebugShader ^= true; #endif if (m_ActivateDebugShader != m_DebugShaderActive) { if (m_ActivateDebugShader) { m_MainCamera.renderingPath = RenderingPath.Forward; m_MainCamera.SetReplacementShader(m_ReplacementShader, "RenderType"); } else { m_MainCamera.renderingPath = originalRenderingPath; m_MainCamera.ResetReplacementShader(); } m_DebugShaderActive = m_ActivateDebugShader; } if (m_DebugShaderActive) Texture.SetStreamingTextureMaterialDebugProperties(); } } 对应Shader:
Shader "Hidden/Scene View Show Texture Streaming" { Properties { _MainTex ("", 2D) = "white" {} _Control ("Control (RGBA)", 2D) = "red" {} _Splat3 ("Layer 3 (A)", 2D) = "white" {} _Splat2 ("Layer 2 (B)", 2D) = "white" {} _Splat1 ("Layer 1 (G)", 2D) = "white" {} _Splat0 ("Layer 0 (R)", 2D) = "white" {} _BaseMap ("", 2D) = "white" {} _Cutoff ("Cutoff", float) = 0.5 } CGINCLUDE // Common code used by most of the things below #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform float4 _MainTex_MipInfo; UNITY_DECLARE_TEX2D(_MainTex); UNITY_DECLARE_TEX2D(_SceneViewMipcolorsTexture); uint GetMipCount(Texture2D tex) { #if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_D3D11_9X) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) #define MIP_COUNT_SUPPORTED 1 #endif #if (defined(SHADER_API_OPENGL) || defined(SHADER_API_VULKAN)) && !defined(SHADER_STAGE_COMPUTE) // OpenGL only supports textureSize for width, height, depth // textureQueryLevels (GL_ARB_texture_query_levels) needs OpenGL 4.3 or above and doesn't compile in compute shaders // tex.GetDimensions converted to textureQueryLevels #define MIP_COUNT_SUPPORTED 1 #endif // Metal doesn't support high enough OpenGL version #if defined(MIP_COUNT_SUPPORTED) uint mipLevel, width, height, mipCount; mipLevel = width = height = mipCount = 0; tex.GetDimensions(mipLevel, width, height, mipCount); return mipCount; #else return 0; #endif } float4 GetStreamingMipColor(uint mipCount, float4 mipInfo) { // alpha is amount to blend with source color (0.0 = use original, 1.0 = use new color) // mipInfo : // x = quality setings minStreamingMipLevel // y = original mip count for texture // z = desired on screen mip level // w = loaded mip level uint originalTextureMipCount = uint(mipInfo.y); // If material/shader mip info (original mip level) has not been set it’s either not a streamed texture // or no renderer is updating it if (originalTextureMipCount == 0) return float4(0.0, 0.0, 1.0, 0.5); uint desiredMipLevel = uint(mipInfo.z); uint mipCountDesired = uint(originalTextureMipCount)-uint(desiredMipLevel); if (mipCount == 0) { // Can't calculate, use the passed value mipCount = originalTextureMipCount - uint(mipInfo.w); } if (mipCount < mipCountDesired) { // red tones when not at the desired mip level (reduction due to budget). Brighter is further from original, alpha 0 when at desired float ratioToDesired = float(mipCount) / float(mipCountDesired); return float4(1.0, 0.0, 0.0, 1.0 - ratioToDesired); } else if (mipCount >= originalTextureMipCount) { // original color when at (or beyond) original mip count return float4(1.0, 1.0, 1.0, 0.0); } else { // green tones when not at the original mip level. Brighter is closer to original, alpha 0 when at original float ratioToOriginal = float(mipCount) / float(originalTextureMipCount); return float4(0.0, 1.0, 0.0, 1.0 - ratioToOriginal); } } float3 GetDebugStreamingMipColorBlended(float3 originalColor, Texture2D tex, float4 mipInfo) { uint mipCount = GetMipCount(tex); float4 mipColor = GetStreamingMipColor(mipCount, mipInfo); return lerp(originalColor, mipColor.rgb, mipColor.a); } v2f vert( appdata_base v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = UNITY_SAMPLE_TEX2D(_MainTex, i.uv); half4 res; res.rgb = GetDebugStreamingMipColorBlended(col.rgb, _MainTex, _MainTex_MipInfo); res.a = col.a; return res; } struct v2fGrass { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; fixed4 fragGrass(v2fGrass i) : COLOR { fixed4 col = UNITY_SAMPLE_TEX2D(_MainTex, i.uv); half4 res; res.rgb = GetDebugStreamingMipColorBlended(col.rgb, _MainTex, _MainTex_MipInfo); res.a = col.a * i.color.a; return res; } ENDCG SubShader { Tags { "ForceSupported" = "True" "RenderType"="Opaque" } Pass { CGPROGRAM // As both normal opaque shaders and terrain splat shaders // have "Opaque" render type, we need to do some voodoo // to make both work. #pragma vertex vertWTerrain #pragma fragment fragWTerrain #pragma target 2.0 #pragma exclude_renderers gles struct v2fterr { float4 pos : SV_POSITION; float2 uvnormal : TEXCOORD0; float4 uv[3] : TEXCOORD2; float nonterrain : TEXCOORD5; }; uniform float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST; uniform float4 _Splat0_TexelSize,_Splat1_TexelSize,_Splat2_TexelSize,_Splat3_TexelSize,_Splat4_TexelSize; uniform float4 _BaseMap_TexelSize; v2fterr vertWTerrain( appdata_base v ) { v2fterr o; o.pos = UnityObjectToClipPos(v.vertex); // assume it's not a terrain if _Splat0_TexelSize is not set up. float nonterrain = _Splat0_TexelSize.z==0.0 ? 1:0; // collapse/don't draw terrain's add pass in this mode, since it looks really bad if first pass // and add pass blink depending on which gets drawn first with this replacement shader // TODO: make it display mips properly even for two-pass terrains. o.pos *= _MainTex_TexelSize.z==0.0 && _Splat0_TexelSize.z!=0.0 ? 0 : 1; // normal texture UV o.uvnormal = TRANSFORM_TEX(v.texcoord,_MainTex); // terrain splat UVs float2 baseUV = v.texcoord.xy; o.uv[0].xy = baseUV; o.uv[0].zw = half2(0,0); o.uv[1].xy = TRANSFORM_TEX (baseUV, _Splat0); o.uv[1].zw = TRANSFORM_TEX (baseUV, _Splat1); o.uv[2].xy = TRANSFORM_TEX (baseUV, _Splat2); o.uv[2].zw = TRANSFORM_TEX (baseUV, _Splat3); o.nonterrain = nonterrain; return o; } UNITY_DECLARE_TEX2D(_Control); UNITY_DECLARE_TEX2D(_Splat0); UNITY_DECLARE_TEX2D(_Splat1); UNITY_DECLARE_TEX2D(_Splat2); UNITY_DECLARE_TEX2D(_Splat3); UNITY_DECLARE_TEX2D(_BaseMap); fixed4 fragWTerrain(v2fterr i) : COLOR { // sample regular texture fixed4 colnormal = UNITY_SAMPLE_TEX2D(_MainTex, i.uvnormal); // sample splatmaps half4 splat_control = UNITY_SAMPLE_TEX2D(_Control, i.uv[0].xy); half3 splat_color = splat_control.r * UNITY_SAMPLE_TEX2D(_Splat0, i.uv[1].xy).rgb; splat_color += splat_control.g * UNITY_SAMPLE_TEX2D(_Splat1, i.uv[1].zw).rgb; splat_color += splat_control.b * UNITY_SAMPLE_TEX2D(_Splat2, i.uv[2].xy).rgb; splat_color += splat_control.a * UNITY_SAMPLE_TEX2D(_Splat3, i.uv[2].zw).rgb; // lerp between normal and splatmaps half3 col = lerp(splat_color, colnormal.rgb, (half)i.nonterrain); half4 res; // TODO: Take splat mips into account res.rgb = GetDebugStreamingMipColorBlended(col.rgb, _MainTex, _MainTex_MipInfo); res.a = colnormal.a; return res; } ENDCG } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="Transparent" } Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles ENDCG } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TransparentCutout" } Pass { AlphaTest Greater [_Cutoff] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles ENDCG } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TreeBark" } Pass { CGPROGRAM #pragma vertex vertTreeBark #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles #include "UnityCG.cginc" #include "UnityBuiltin3xTreeLibrary.cginc" v2f vertTreeBark (appdata_full v) { v2f o; TreeVertBark(v); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TreeLeaf" } Pass { CGPROGRAM #pragma vertex vertTreeLeaf #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles #include "UnityCG.cginc" #include "UnityBuiltin3xTreeLibrary.cginc" v2f vertTreeLeaf (appdata_full v) { v2f o; TreeVertLeaf (v); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG AlphaTest GEqual [_Cutoff] } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TreeOpaque" } Pass { CGPROGRAM #pragma vertex vertTree #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles #include "TerrainEngine.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vertTree( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TreeTransparentCutout" } Pass { Cull Off CGPROGRAM #pragma vertex vertTree #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles #include "TerrainEngine.cginc" struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; }; v2f vertTree( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG AlphaTest GEqual [_Cutoff] } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="TreeBillboard" } Pass { Cull Off ZWrite Off CGPROGRAM #pragma vertex vertTree #pragma fragment frag #pragma target 2.0 #pragma exclude_renderers gles #include "TerrainEngine.cginc" v2f vertTree (appdata_tree_billboard v) { v2f o; TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); o.pos = UnityObjectToClipPos(v.vertex); o.uv.x = v.texcoord.x; o.uv.y = v.texcoord.y > 0; return o; } ENDCG SetTexture [_MainTex] { combine primary, texture } } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="GrassBillboard" } Pass { Cull Off CGPROGRAM #pragma vertex vertGrass #pragma fragment fragGrass #pragma target 2.0 #pragma exclude_renderers gles #include "TerrainEngine.cginc" v2fGrass vertGrass (appdata_full v) { v2fGrass o; WavingGrassBillboardVert (v); o.color = v.color; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG AlphaTest Greater [_Cutoff] } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="Grass" } Pass { Cull Off CGPROGRAM #pragma vertex vertGrass #pragma fragment fragGrass #pragma target 2.0 #pragma exclude_renderers gles #include "TerrainEngine.cginc" v2fGrass vertGrass (appdata_full v) { v2fGrass o; WavingGrassVert (v); o.color = v.color; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } ENDCG AlphaTest Greater [_Cutoff] } } Fallback Off }
感谢牛头人不服@UWA问答社区提供了回答,欢迎大家转至社区交流:
https://answer.uwa4d.com/question/5e986adb8cabe84a011afd27
Q:如下图,使用Sprite Renderer做图片和TextMeshPro做文字,使用Unity帧调试器查看,发现第一排三个图片动态合批了,第二排三个图片动态合批了,第三排三个图片动态合批了,但是文字都合不了批,原因是动态批处理在Player Settings中被关闭或在当前环境中被暂时禁用,以避免Z-Fighting。能不能所有图片一个批次,所有文字一个批次?
A1:我的方法是设置Sorting Layer和Order in Layer:
SpriteRenderer -> Additional Settings;
TextMeshPro Text -> Extra Settings。但这样的缺点是字永远会在图的上面,重叠的时候显示会有问题。
感谢小埃拉@UWA问答社区提供了回答
A2:1.对于普通的Mesh物体的绘制,也就是使用Mesh Renderer绘制的Mesh:在开启了动态合批的情况下,使用相同Material的两个物体,以相邻顺序绘制时,如果满足其他动态合批的条件,即可合批。
题主的文字部分没有合批,是因为没有开启动态合批。看Frame Debugger,题主的渲染管线使用的是SRP,开启动态合批的方式是在RenderPipelineAsset的Inspector面板的Advanced下勾选Dynamic Batching。
至于说为什么图片出现了合批现象,这是因为图片使用Sprite Renderer来绘制,其网格是Unity动态生成的,合批的行为也是Unity内部处理的,不受Dynamic Batching开启与否的影响。
2.其次是控制渲染顺序,使应该合批的物体以相邻顺序渲染,先绘制所有图片,再绘制所有文字。
方法一:按照楼上说的,设置Order in Layer,图片的Order in Layer设置为0,文字为1。
方法二:将所有图片的Render Queue都设置为3000,将所有文字的Render Queue都设置为3001。
效果如下:
感谢Prin@UWA问答社区提供了回答,欢迎大家转至社区交流:
https://answer.uwa4d.com/question/606ec4af6bb31032f9791252
Q:请问有没有人知道Addressable 1.17.13中Asset Provider和Asset Bundle Provider这两个选项的意义?
A1:可以搜索下Addressables的源码。可以扩展默认的实现,来自定义自己的下载和加载流程。
[DisplayName(“Assets from Bundles Provider”)]
public class BundledAssetProvider : ResourceProviderBase
[DisplayName(“AssetBundle Provider”)]
public class AssetBundleProvider : ResourceProviderBase
感谢jim@UWA问答社区提供了回答
A2:这个是用来自定义加载AssetBundle和AssetBundle里面的资源的方式,题主可以看下Addressables.CN版本里面的AssetBundleProvider.cs的实现,在这个版本里面添加了解密AssetBundle的方法,算是另外一种加载AssetBundle的方式。
感谢Xuan@UWA问答社区提供了回答,欢迎大家转至社区交流:
https://answer.uwa4d.com/question/605d8334f2c8273bbbf2a5fd
Q:问题描述如下:
使用场景:我正通过Addressables实现无需重启游戏的热更新。
问题复现:
期望效果:我既然已经更新资源,不管是什么情况下,这个资源就应该是最新的。而不是莫名其妙地出现了最初始版本的资源。
Unity版本:2020.1.9f1c1
平台:Windows
相关代码:测试Addressables项目
https://gitee.com/dreamCirno/addressable-hotfix-test/tree/master
A1:不知道你用的是哪个版本,建议参考UWA问答中的信息:
https://answer.uwa4d.com/question/5e3b7fe686a39548919837e1或者看看调用的顺序是不是有问题,我是按照这个顺序调用的:
InitializeAsync->CheckForCatalogUpdates->UpdateCatalogs->GetDownloadSizeAsync->DownloadDependenciesAsync
感谢jim@UWA问答社区提供了回答
A2:从你的描述上看,感觉你这个好像是没更新到B版本的Catalog导致的。
感谢Robot.Huang@UWA问答社区提供了回答
A3:参考如下代码:
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.ResourceManagement.ResourceProviders; using UnityEngine.UI; using static UnityEngine.AddressableAssets.Addressables; public class GameLaunch : MonoBehaviour { public Action
OnStatusTipHasChanged; public Action OnDownloadPercentHasChanged; public Action OnDownloadHasResult; AsyncOperationHandle handle; GameObject obj; /// /// 自定义指定待更新检测的 Label 集合 /// private ListmKeys = new List () { "default" }; public IEnumerator CheckUpdate() { bool isNeedUpdateCatalog = false; bool isNeedUpdateResources = false; // 初始化 Addressable var initHandle = Addressables.InitializeAsync(); yield return initHandle; OnStatusTipHasChanged?.Invoke("开始检查更新"); Debug.LogError("开始检查更新"); // 检查本地 Catalog 是否为最新版本 var checkHandle = Addressables.CheckForCatalogUpdates(false); yield return checkHandle; if (checkHandle.Status == AsyncOperationStatus.Succeeded) { OnDownloadPercentHasChanged?.Invoke(1); OnStatusTipHasChanged?.Invoke("目录检查完成"); Debug.LogError("目录检查完成"); } List catalogs = checkHandle.Result; if (catalogs != null && catalogs.Count > 0) { OnStatusTipHasChanged?.Invoke("检测到目录需要更新"); Debug.LogError("检测到 Catalogs 需要更新"); isNeedUpdateCatalog = true; } else { OnStatusTipHasChanged?.Invoke("检测到目录已是最新"); Debug.LogError("检测到 Catalogs 已是最新"); } var sizeHandle = Addressables.GetDownloadSizeAsync(mKeys); if (sizeHandle.Result > 0) { Debug.LogError("检测到有更新资源包"); OnStatusTipHasChanged?.Invoke("检测到有更新资源包"); isNeedUpdateResources = true; } else { Debug.LogError("检测到没有资源更新"); OnStatusTipHasChanged?.Invoke("检测到没有资源更新"); } OnStatusTipHasChanged?.Invoke("准备进行下一步"); if (isNeedUpdateCatalog || isNeedUpdateResources) { if (isNeedUpdateCatalog) { yield return UpdateCatalog(catalogs); } if (isNeedUpdateResources) { yield return UpdateResources(); } OnDownloadHasResult?.Invoke(true); } else { //StartGame(); Debug.LogError("开始游戏"); } } private void Update() { if (Input.GetKeyDown(KeyCode.C)) { StartCoroutine(CheckUpdate()); } if (Input.GetKeyDown(KeyCode.L)) { handle = Addressables.LoadAssetAsync ("Image"); handle.Completed += param => { if (param.Status == AsyncOperationStatus.Succeeded) { Debug.LogError("预加载成功"); } else { Debug.LogError("预加载失败"); } obj = param.Result; }; } if (Input.GetKeyDown(KeyCode.R)) { ReleaseCache(); } if (Input.GetKeyDown(KeyCode.Space)) { Instantiate(obj, new Vector2(UnityEngine.Random.Range(0, 400), UnityEngine.Random.Range(0, 400)), Quaternion.identity, GameObject.Find("Canvas").transform); } } private IEnumerator UpdateCatalog(List catalogs) { var updateHandle = Addressables.UpdateCatalogs(catalogs, false); Debug.LogError("开始更新 Catalogs"); yield return updateHandle; Addressables.Release(updateHandle); } private IEnumerator UpdateResources() { ReleaseCache(); // 需更新大小 > 0,表示需要下载更新 // 清理旧资源 //var clearHandle = Addressables.ClearDependencyCacheAsync(mKeys, false); //yield return clearHandle; // 下载待更新资源 var downloadHandle = Addressables.DownloadDependenciesAsync(mKeys, MergeMode.Union, false); Debug.LogError("开始更新资源"); while (!downloadHandle.IsDone) { DownloadStatus downloadStatus = downloadHandle.GetDownloadStatus(); OnDownloadPercentHasChanged?.Invoke(downloadStatus.Percent); OnStatusTipHasChanged?.Invoke($"下载进度: {downloadStatus.Percent * 100} %"); Debug.LogError($"下载进度: {downloadStatus.Percent * 100} %"); yield return null; } if (downloadHandle.Status == AsyncOperationStatus.Succeeded) { OnStatusTipHasChanged?.Invoke($"下载情况:{(downloadHandle.IsDone ? "完成" : "未完成")}"); Debug.LogError($"下载情况:{(downloadHandle.IsDone ? "完成" : "未完成")}"); } else { OnStatusTipHasChanged?.Invoke($"下载更新包失败"); Debug.LogError($"下载更新包失败,错误内容:{downloadHandle.OperationException.Message}"); } Addressables.Release(downloadHandle); } private void ReleaseCache() { try { Addressables.Release(handle); Debug.LogError("释放资源成功"); } catch (Exception) { Debug.LogError("释放资源失败"); } } }
感谢题主李传东@UWA问答社区提供了回答,欢迎大家转至社区交流:
https://answer.uwa4d.com/question/607152b46bb31032f9791298
Q:使用法线描边算法,在一些比较薄的网格上有穿模现象。这是算法问题还是网格问题?应该如何解决?
Shader如图:
A1:比较怀疑两点:
1.是否要Cull Front而不是Cull Back?
2.如果是自己渲染的RenderTexture,是不是深度的精度给的不太够?
感谢王宇@UWA问答社区提供了回答
A2:是这种方法会产生的固有问题,渲染的Backfaces与原有模型发生深度冲突,遮挡模型,造成穿透问题。
解决方法:一种方法是给Backfaces设置Z-offset,让轮廓线埋没到临近的面里。另一种方法是修改Backfaces扩张的法线,使轮廓线(Backfaces)扁平化。
相关参考链接:https://blog.csdn.net/candycat1992/article/details/41120019
感谢Xuan@UWA问答社区提供了回答,欢迎大家转至社区交流:
https://answer.uwa4d.com/question/606ec44f6bb31032f9791251
封面图来源于网络
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