ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD] 似乎psv ps3 ps4支持直接采样texture作为rendertarget但是 dx系列....…
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but they have access to one resource that doesn’t exist in other vector architectures: Texture samplers. They…
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but they have access to one resource that doesn’t exist in other vector architectures: Texture samplers. They…
原理就是将一张rgba 32的分成两张纹理:一张平台压缩不带alpha和一张为原图1/4大小的压缩图存储alpha信息(用r分量当alpha值),然后修改原材质的Shader传入这两张纹理. 代码如下(这个是比较针对我们项目的,你可以自己手动改下) 注意:NGUI的UIPannel裁剪是需要自己手动写不同裁剪层级的Shader,这个不要忘记写 using System; using UnityEngine; using System.Collections; using System.Colle…