https://blog.csdn.net/cubesky/article/details/39478207 http://ru.unity3d-docs.com/Documentation/Manual/Animator.html http://ru.unity3d-docs.com/Documentation/Manual/RootMotion.html http://ru.unity3d-docs.com/Documentation/Manual/ScriptingRootMotion.html ![]()
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using UnityEngine;
using UnityEngine.Rendering.PostProcessing; // make sure you add this to enable the Unity Postprocessing library public class VignettePulse : MonoBehaviour //name the Script the Way you want { PostProcessVolume m_Volume; //A customized PostProcessVolume and its profile Vignette m_Vignette; // A customized instance of the profile and its settings void Start() { m_Vignette = ScriptableObject.CreateInstance<Vignette>(); m_Vignette.enabled.Override(true); m_Vignette.intensity.Override(1f); //Name the setting, attach it with a temp scriptable game object m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette); // Assign this to the volume, make sure you got the layer correct. Currently it will read the layer of the game object it is attaching. } void Update() { m_Vignette.intensity.value = Mathf.Sin(Time.realtimeSinceStartup); } void Destroy() { RuntimeUtilities.DestroyVolume(m_Volume, true); } } https://docs.unity3d.com/Packages/com.unity.postprocessing@2.0/manual/Manipulating-the-Stack.html |