ComputeShader GetDiffusionShader() { if (m_DiffusionCS == null) { m_DiffusionCS = ComputeUtility.GetShader("Diffusion"); } return(m_DiffusionCS); }
ComputeShader GetComputeShader() { if (m_HeightCS == null) { m_HeightCS = ComputeUtility.GetShader("Height"); } return(m_HeightCS); }
ComputeShader GetComputeShader() { if (m_ConcavityCS == null) { m_ConcavityCS = ComputeUtility.GetShader("Slope"); } return(m_ConcavityCS); }
private ComputeShader GetThermalCS() { if (m_ThermalCS == null) { m_ThermalCS = ComputeUtility.GetShader("Thermal"); } return(m_ThermalCS); }
private ComputeShader GetHydraulicCS() { if (m_HydraulicCS == null) { m_HydraulicCS = ComputeUtility.GetShader("Hydraulic"); } return(m_HydraulicCS); }
ComputeShader GetComputeShader() { if (m_AspectCS == null) { m_AspectCS = ComputeUtility.GetShader("Aspect"); } return(m_AspectCS); }
//读取.wav音乐文件的携程 private IEnumerator LoadMusic(string n) { ShowLoadInfo(musicInfo, "Music loading..."); var name = Path.ChangeExtension(n, ".wav"); var dir = path; //string dir = Path.Combine(Path.GetDirectoryName(path), "Music"); string musicPath = Path.Combine(dir, name); /* * WWW www = new WWW(musicPath); * yield return www; * AudioClip clip = www.GetAudioClip(); */ var _unityWebRequest = UnityWebRequestMultimedia.GetAudioClip(musicPath, AudioType.WAV); AudioClip clip = null; yield return(_unityWebRequest.SendWebRequest()); if (_unityWebRequest.isHttpError || _unityWebRequest.isNetworkError) { Debug.Log(_unityWebRequest.error.ToString()); } else { clip = DownloadHandlerAudioClip.GetContent(_unityWebRequest); } if (clip == null) { ShowLoadInfo(musicInfo, "Music loaded incorrectly!"); } else { ShowLoadInfo(musicInfo, "Music loaded."); time.text = "Time\t\t" + ComputeUtility.FormatTwoTime((int)clip.length); audioSource.clip = clip; audioSource.Play(); clip.name = n; NotesContainer.Instance.music = clip; musicLoaded = true; } yield return(null); }
ComputeShader GetComputeShader(string name) { ComputeShader s = null; try { s = m_ComputeShaders[name]; } catch { s = ComputeUtility.GetShader(name); if (s != null) { m_ComputeShaders[name] = s; } } return s; }