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Just like paths, shapes are defined by a BezierContour , but they also provide a filling method:. Consider the following linear fill, as well as the GradientFill instance to generate it:. The gradient addressing modes define how Unity displays the color when the gradient coordinates fall outside of the range, as illustrated here:.

The filling classes also provide a fill mode, which determines how holes are defined inside the shapes. NonZero determines which points are inside a shape by intersecting the contour segments with an horizontal line. The direction of the contour determines whether the points are inside or outside the shape:.

OddEven also works by intersecting the segments with an horizontal line. Points inside the shape occur when an even number of segments is crossed, and points outside the shape occur when an odd number of segments is crossed:. In the above example, the repeating square shapes are clipped by an ellipse.

In code, this can be done like so:. Note that only shapes can act as a clipper the clipping process ignores any strokes defined in the clipper. Warning: The clipping process can be an expensive operation. To render vector graphics elements on screen, first get a tessellated triangulated version of the scene. When you have a VectorScene instance set up, you can tessellate it using the following VectorUtils method:.

The TesselationOptions are similar to the advanced importer settings :. To disable the maxCordDeviation constraint, set it to float.

To disable the maxTanAngleDeviation constraint, set it to Mathf. Disabling the constraints will make the tessellation faster, but may generate more vertices. The resulting list of Geometry objects contains all the vertices and accompanying information required to render the scene properly. If the scene has any textures or gradients, you will have to generate a texture atlas and fill the UVs of the geometry. Fashion dress up - Unity game. Aim - Hyper Casual Unity Game. Kids Puzzle Game - Unity Game.

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Ball Vs Beat - Unity Game. Snake Runner - Unity Template. Thief Catcher - Unity game. Shooter Agent 3D - Unity game. Note that only shapes can act as a clipper the clipping process ignores any strokes defined in the clipper. Warning: The clipping process can be an expensive operation. To render vector graphics elements on screen, first get a tessellated triangulated version of the scene. When you have a VectorScene instance set up, you can tessellate it using the following VectorUtils method:.

The TesselationOptions are similar to the advanced importer settings :. To disable the maxCordDeviation constraint, set it to float. To disable the maxTanAngleDeviation constraint, set it to Mathf. Disabling the constraints will make the tessellation faster, but may generate more vertices.

The resulting list of Geometry objects contains all the vertices and accompanying information required to render the scene properly. If the scene has any textures or gradients, you will have to generate a texture atlas and fill the UVs of the geometry. These methods are part of the VectorUtils class:. The GenerateAtlas method is an expensive operation, so cache the resulting Texture2D object whenever possible. You only need to regenerate the atlas when a texture or gradient changes inside the scene.

When vertices change inside the geometry, call the FillUVs method, which is cheap. Drawing a tessellated scene You can render the geometry in several ways. For example:. For any of these methods, use the provided materials to draw the tessellated vector graphics content. If the scene contains textures or gradients, use the following material:. To render a sprite to a Texture2D , use the following VectorUtils method:. To render the generated sprite using immediate mode GL commands, use the RenderSprite method in the VectorUtils class to draw the sprite into a unit square a box between 0 and 1 in both X and Y directions :.

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