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《Unity3D ShaderLab開發(fā)實(shí)戰(zhàn)詳解》源代碼

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代碼片段和文件信息

using?UnityEngine;
using?System.Collections;
[ExecuteInEditMode]
public?class?Deferred_GUI?:?MonoBehaviour?{

public?GUISkin?skin;
public?Rect[]?rects;
public?string[]?labels;
public?Rect[]?rects2;
public?Light[]?dirs;
public?Rect[]?rects3;
Rect[]?rects4;
Rect[]?rects5;
Rect[]?rects6;
public?Light[]?points;

//?Use?this?for?initialization
void?Start?()?{
rects4=new?Rect[7];
rects5=new?Rect[7];
rects6=new?Rect[7];
for(int?i=0;i<7;i++)
{
rects4[i]=rects3[i];
rects5[i]=rects3[i];
rects6[i]=rects3[i];
rects4[i].y+=30;
rects5[i].y+=60;
rects6[i].y+=90;
}
}

//?Update?is?called?once?per?frame
void?Update?()?{

}
void?OnGUI()
{
GUI.skin=skin;
for(int?i=0;i {
GUI.Label(rects[i]labels[i]);
}

GUI.Label(rects2[0]“Path:?“+Camera.main.renderingPath+““);
if(GUI.Button(rects2[1]“VertexLit“)){Camera.main.renderingPath=RenderingPath.VertexLit;}
if(GUI.Button(rects2[2]“Forward“)){Camera.main.renderingPath=RenderingPath.Forward;}
if(GUI.Button(rects2[3]“Deferred“)){Camera.main.renderingPath=RenderingPath.DeferredLighting;}

if(GUI.Button(rects2[4]“Dir1:Enable“)){dirs[0].enabled=true;}
if(GUI.Button(rects2[5]“Disable“)){dirs[0].enabled=false;}
if(GUI.Button(rects2[6]“Pixel“)){dirs[0].renderMode=LightRenderMode.ForcePixel;}
if(GUI.Button(rects2[7]“Vertex“)){dirs[0].renderMode=LightRenderMode.ForceVertex;}
GUI.Label(rects2[8]“Direction?Light?1:??“+dirs[0].enabled+“???“+dirs[0].renderMode);

if(GUI.Button(rects2[9]“Dir2:Enable“)){dirs[1].enabled=true;}
if(GUI.Button(rects2[10]“Disable“)){dirs[1].enabled=false;}
if(GUI.Button(rects2[11]“Pixel“)){dirs[1].renderMode=LightRenderMode.ForcePixel;}
if(GUI.Button(rects2[12]“Vertex“)){dirs[1].renderMode=LightRenderMode.ForceVertex;}
GUI.Label(rects2[13]“Direction?Light?2:??“+dirs[1].enabled+“???“+dirs[1].renderMode);

GUI.Label(rects3[0]points[0].enabled+“??“+points[0].renderMode+“??“+points[0].type+“?:Yellow?L“);
if(GUI.Button(rects3[1]“Enable“)){points[0].enabled=true;}
if(GUI.Button(rects3[2]“Disable“)){points[0].enabled=false;}
if(GUI.Button(rects3[3]“Pixel“)){points[0].renderMode=LightRenderMode.ForcePixel;}
if(GUI.Button(rects3[4]“Vertex“)){points[0].renderMode=LightRenderMode.ForceVertex;}
if(GUI.Button(rects3[5]“Point“)){points[0].type=LightType.Point;}
if(GUI.Button(rects3[6]“Direc“)){points[0].type=LightType.Directional;}

GUI.Label(rects4[0]points[1].enabled+“??“+points[1].renderMode+“??“+points[1].type+“?:Green?L“);
if(GUI.Button(rects4[1]“Enable“)){points[1].enabled=true;}
if(GUI.Button(rects4[2]“Disable“)){points[1].enabled=false;}
if(GUI.Button(rects4[3]“Pixel“)){points[1].renderMode=LightRenderMode.ForcePixel;}
if(GUI.Button(rects4[4]“Vertex“)){points[1].renderMode=LightRenderMode.ForceVertex;}
if(GUI.Button(rects4[5]“Point“)){points[1].type=LightType.Point;}
if(GUI.Bu

?屬性????????????大小?????日期????時(shí)間???名稱
-----------?---------??----------?-----??----

?????文件??????72293??2013-05-24?11:48??ShaderLab源程序\Assembly-CSharp-Editor-vs.csproj

?????文件??????72399??2013-05-24?11:48??ShaderLab源程序\Assembly-CSharp-Editor.csproj

?????文件?????121789??2013-05-19?13:20??ShaderLab源程序\Assembly-CSharp-Editor.pidb

?????文件??????65979??2013-08-25?11:28??ShaderLab源程序\Assembly-CSharp-firstpass-vs.csproj

?????文件??????65979??2013-08-25?11:28??ShaderLab源程序\Assembly-CSharp-firstpass.csproj

?????文件?????147497??2013-05-19?13:20??ShaderLab源程序\Assembly-CSharp-firstpass.pidb

?????文件??????68181??2013-08-25?11:41??ShaderLab源程序\Assembly-CSharp-vs.csproj

?????文件??????68181??2013-08-25?11:41??ShaderLab源程序\Assembly-CSharp.csproj

?????文件?????314258??2013-05-19?13:20??ShaderLab源程序\Assembly-CSharp.pidb

?????文件??????66013??2013-08-25?11:28??ShaderLab源程序\Assembly-Unityscript-Editor-firstpass-vs.unityproj

?????文件?????136969??2013-05-19?13:20??ShaderLab源程序\Assembly-Unityscript-Editor-firstpass.pidb

?????文件??????66066??2013-08-25?11:28??ShaderLab源程序\Assembly-Unityscript-Editor-firstpass.unityproj

?????文件??????66632??2013-08-25?11:28??ShaderLab源程序\Assembly-Unityscript-firstpass-vs.unityproj

?????文件?????180845??2013-05-19?13:20??ShaderLab源程序\Assembly-Unityscript-firstpass.pidb

?????文件??????66632??2013-08-25?11:28??ShaderLab源程序\Assembly-Unityscript-firstpass.unityproj

?????文件??????60514??2013-02-17?16:26??ShaderLab源程序\Assembly-Unityscript-vs.unityproj

?????文件??????96476??2013-02-08?13:45??ShaderLab源程序\Assembly-Unityscript.pidb

?????文件??????60567??2013-02-17?16:26??ShaderLab源程序\Assembly-Unityscript.unityproj

?????文件???????4190??2012-12-23?16:51??ShaderLab源程序\Assets\Lighting\Deferred\Deferred_GUI.cs

?????文件??????42616??2012-12-23?17:30??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\Lab_1.unity

?????文件???????4188??2012-12-23?17:06??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?1.mat

?????文件????????552??2012-12-23?16:50??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?1.shader

?????文件???????4188??2012-12-23?17:11??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?2.mat

?????文件???????1033??2012-12-23?17:11??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?2.shader

?????文件???????4188??2012-12-23?17:11??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?3.mat

?????文件???????1035??2012-12-23?17:11??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?3.shader

?????文件???????4188??2012-12-23?17:12??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?4.mat

?????文件???????1496??2012-12-23?17:13??ShaderLab源程序\Assets\Lighting\Deferred\Lab_1\_Shader\Deferred?4.shader

?????文件???????4156??2012-12-18?15:18??ShaderLab源程序\Assets\Lighting\DigitalColor\DigitalColor.0.2.mat

?????文件????????488??2012-12-18?15:14??ShaderLab源程序\Assets\Lighting\DigitalColor\DigitalColor.0.2.shader

............此處省略4905個(gè)文件信息

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