使用自定义数据模块,您可以在编辑器中定义自定义数据格式,然后将这些格式附加到粒子。您也可以在脚本中进行此设置。有关如何从脚本设置自定义数据并将该数据馈入着色器在 GPU 上运行的程序。更多信息
请参见词汇表的更多信息,请参阅粒子系统顶点流文档。
数据可以是Vector形式,最多包含 4 个MinMaxCurve组件,或Color,它是一个支持 HDR 的MinMaxGradient。使用此数据驱动脚本一段可让您创建自己的组件、触发游戏事件、随着时间推移修改组件属性并以任何您希望的方式响应用户输入的代码。更多信息
请参见词汇表和着色器中的自定义逻辑。
每个曲线/梯度的默认标签可通过单击它们并在上下文中键入名称来自定义。在向着色器传递自定义数据时,了解着色器内部如何使用该数据很有帮助。例如,曲线可用于自定义 alpha 测试,或梯度可用于向粒子添加辅助颜色。通过编辑标签,可以在用户界面(用户界面)允许用户与其应用程序进行交互。Unity 当前支持三个用户界面系统。更多信息
请参见词汇表中轻松记录每个自定义数据项的用途。
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