UGameplayStatics :: GetPlayerController ( GetWorld (), 0 ); Then you don't need to iterate through all of them. For example if you are in a Singleplayer Game. 더 ▼ 답변됨 Nov 13 '14 at 4:29 PM eXi 7.2k ● 340 ● 195 ● 482 18 Depends on what you want to do and where you want to do it. The main way you'd do this is here. for ( FConstPlayerControllerIterator Iterator = GetWorld ()-> GetPlayerControllerIterator (); Iterator ; ++ Iterator ) { } Some things have the owner variable as a APlayerController (`APlayerState`, etc) Clients only have 1 controller, their own. Servers have ALL controllers. You'll want to use IsLocalPlayerController to differentiate on the server. 더 ▼ 답변됨 Jul 02 '14 at 2:38 AM Crzyhomer STAFF 1.3k ● 35 ● 26 ● 104 dbrizov Jul 02 '14 at 2:47 AM I see, thank you very much :) Mungyun Nov 13 '14 ...
https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html Default compilation target By default, Unity compiles shaders into almost the lowest supported target (“2.5”); in between DirectX shader models 2.0 and 3.0. Some other compilation directives make the shader automatically be compiled into a higher target: Using a geometry shader ( #pragma geometry ) sets the compilation target to 4.0 . Using tessellation shaders ( #pragma hull or #pragma domain ) sets the compilation target to 4.6 . Any shader not explicitly setting a function entry point through #pragma for geometry, hull or domain shaders will downgrade internal shader capability requirements. This allows non-DX11 targets with broader run-time and feature differences to be more compatible with the existing shader content. For example, Unity supports tessellation shaders on Metal graphics, but Metal doesn’t support geometry shaders. Using #pragma target 5.0 is still valid,...
https://halisavakis.com/my-take-on-shaders-geometry-shaders/ My take on shaders: Parallax effect (Part II) By Harry Alisavakis on Monday, March 11, 2019 Welcome to the second part of the tutorial on Parallax effects! Now, initially I intended for this tutorial to only have two parts, with which I so naively open on the previous post . However, there’s probably going to be a third part on the series, the subject of which I won’t reveal now, for some dramatic tension. The subject of this part was what I initially intended to achieve and it led me to stumble upon the previous and next tutorials, for which I’m really grateful. It’s the effect that got me so excited about parallax, as I mentioned in the backstory of the previous post, and it’s the very same effect covered in that tutorial I mentioned before, but without the Shader Graph: 1 2 3 4 5 6 7 8 // Calculates UV offset for parallax bump mapping inline float2 ParallaxOffset( half h, half height, half3 vi...
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