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12-10不透明度与混合模式讲解及案例演示
腾飞教育课堂
2026-04-06 16:33:02
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12-10不透明度与混合模式讲解及案例演示
12-10不透明度与混合模式讲解及案例演示112-10不透明度与混合模式讲解及案例演示1
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12-10不透明度与混合模式讲解及案例演示
课时名称课时知识点12-10不透明度与混合模式讲解及案例演示12-10不透明度与混合模式讲解及案例演示112-10不透明度与混合模式讲解及案例演示1
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【U3D资源】Unity3D中文手册
目录 欢迎使用 Unity................................................................................................................................1 一、用户指南..................................................................................................................................2 1.1. Unity 基础(Unity Basics) .........................................................................................2 1.1.1. 学习界面...........................................................................................................2 1.1.2. 资源工作流(Asset Workflow) ........................................................................17 1.1.3. 创建场景(Creating Scenes) ............................................................................18 1.1.4. 发布(Publishing Builds)..................................................................................19 1.1.5. 教程(Tutorials)................................................................................................22 1.2. 构建场景(Building Scenes) ....................................................................................23 1.2.1. 游戏物体(GameObject)..................................................................................23 1.2.2. 使用组件(Using Components) .......................................................................25 1.2.3. 预设(Prefab)....................................................................................................30 1.2.4. 光照(Lights)....................................................................................................33 1.2.5. 相机(Cameras) ................................................................................................42 1.2.6. 粒子系统(Particle Systems)............................................................................46 1.2.7. 地形引擎指南(Terrain Engine Guide)............................................................59 1.3. 使用资源(Working with Assets).............................................................................62 1.3.1. 导入资源(Importing Assets) ...........................................................................63 1.3.2. 网格(Meshes)..................................................................................................65 1.3.3. 材质和着色器(Material and Shaders) ............................................................69 1.3.4. 2D 纹理(Texture 2D) ......................................................................................72 1.3.5. 电影纹理(Movie Texture)...............................................................................78 1.3.6. 音频文件(Audio Files) ...................................................................................80 1.3.7. 使用脚本(Using Scripts).................................................................................84 1.3.8. 资源服务器指南(Assets Server Guide)..........................................................88 1.3.9. 场景背后(Behind the Scenes).........................................................................94 1.4. 创建游戏(Creating Gameplay) ...............................................................................94 1.4.1. 运行时实例化预设(Instantiating Prefabs at runtime) ....................................95 1.4.2. 输入(Input)....................................................................................................
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0 1.4.3. 变换(Transforms)..........................................................................................
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2 1.4.4. 物理(Physics)................................................................................................
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7 1.4.5. 动画(Animation) ...........................................................................................
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4 1.4.6. 角色动画(Character Animation)...................................................................
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6 1.4.7. 声音(Sound)..................................................................................................133 1.4.8. 游戏接口元素...............................................................................................138 1.4.9. 多人网络.......................................................................................................139 二、常见问题(FAQ)....................................................................................................................141 2.1. 游戏编码问题.......................................................................................................141 2.1.1. 如何制作一个简单的第一人称行走...........................................................141
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In 1985 I brought home a new shiny Commodore Amiga
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00, about one week after they were released. Coming with a whopping 5
12
K of memory, programmable colormaps, a Motorola 68K CPU, and a modern multitasking operating system, it had “awesome” writ all over it. Metaphorically speaking, of course. I thought it might make a good platform for an astronomy program, as I could now control the colors of those star-things instead of having to settle for a lame fixed color palette forced upon me from the likes of Hercules or the C64. So I coded up a 24-line basic routine to draw a random star field, turned out the lights, and thought, “Wow! I bet I could write a cool astronomy program for that thing!” Twenty-six years later I am still working on it and hope to get it right one of these days. Back then my dream device was something I could slip into my pocket, pull out when needed, and aim it at the sky to tell me what stars or constellations I was looking at. It’s called a smartphone. I thought of it first. As good as these things are for playing music, making calls, or slinging birdies at piggies, it really shines when you get to the 3D stuff. After all, 3D is all around us— unless you are a pirate and have taken to wearing an eye patch, in which case you’ll have very limited depth perception. Arrrggghhh. Plus 3D apps are fun to show off to people. They’ll “get it.” In fact, they’ll get it much more than, say, that mulch buyer’s guide app all the kids are talking about. (Unless they show off their mulch in 3D, but that would be a waste of a perfectly good dimension.) So, 3D apps are fun to see, fun to interact with, and fun to program. Which brings me to this book. I am by no means a guru in this field. The real gurus are the ones who can knock out a couple of NVIDIA drivers before breakfast, 4-dimensional hypercube simulators by lunch, and port Halo to a TokyoFlash watch before the evening’s Firefly marathon on SyFy. I can’t do that. But I am a decent writer, have enough of a working knowledge of the subject to make me harmless, and know how to spell “3D.” So here we are. amazon link:http://www.amazon.com/exec/obidos/ASIN/1430240024/buythisbooks-20
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从事电脑教育二十多年,线下学员2W+人,线上学员超10W+。精通办公自动化及平面设计教学!具有较强工作实战经验! 1.线下知名电脑学校创办人 2.国家信息化CEAC认证讲师 3.国家教育部NIT认证讲师 4.全国计算机应用技术考试系统管理员
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从事电脑教育二十多年,线下学员2W+人,线上学员超10W+。精通办公自动化及平面设计教学!具有较强工作实战经验! 1.线下知名电脑学校创办人 2.国家信息化CEAC认证讲师 3.国家教育部NIT认证讲师 4.全国计算机应用技术考试系统管理员
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