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Unity New Animation System_Body Transform(pose)& Root Transform(trajectory)

11/26/2018

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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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Rack Focus For The HDRP and NEW postprocessing Stack V2

11/22/2018

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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

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