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利用Python和C++实现解析gltf文件_python_脚本之家
index = bufferView.byteOffset + accessor.byteOffset + i*12 # the location in the buffer of this vertex d = data[index:index+12] # the vertex data v = struct.unpack("<fff", d) # convert from base64 to three floats vertices.append(v) # unpack floats vertices2 = [] for a,b,c...
www.jb51.net/python/298530k...htm 2025-2-18
Unity Shader实现玻璃材质效果_C#教程_脚本之家
float4 vertex : SV_POSITION; float3 viewDir:TEXCOORD1; }; samplerCUBE _Cube; float _EtaRatio; float _FresnelBias; float _FresnelScale; float _FresnelPower; //计算视线反射方向(入射角,法线) float3 caculateReflectDir(float3 I, float3 N) { float3 R = I - 2.0f*N*dot(I,N); return...
www.jb51.net/article/1856...htm 2025-2-11
Unity shader实现遮罩效果_C#教程_脚本之家
#pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _MaskTex; uniform float4 ...
www.jb51.net/article/1571...htm 2025-2-14
Three.js源码阅读笔记(基础的核心Core对象)_基础知识_脚本之家
this.vertexTangents = []; this.materialIndex = materialIndex; this.centroid = new THREE.Vector3(); }; 对象的a,b,c值是三个顶点的索引(后面会说到,Mesh对象中将所有点存储为一个数组);顾名思义normal是法线;color是颜色;materialIndex是顶点材质索引:这几个参数即可以传入vector3类型又可以传入数组类型...
www.jb51.net/article/328...htm 2025-2-14