Enabling developer using their own shaders.
- Select shader
- select a Folder, must inside
Assets
- export and wait a seconds for compiling
Please make sure that the NormalMap was identified correctly. Because when exporting NormalMap, an Blit operation of
Decoding
will be applied. Use reflection to automatically handle the necessary import and export entries without any additional code. If you have specific keyword processing requirements, you can add an implementation in the MaterialImporter
Check this out to know how to use the generated code.
- Select a
GameObject
on the scene, then select theComponent
you want to gen - Or just drag the script on it
- Select a location inside
Assets
- Export and wait a seconds for compiling
Support primary type - bool,byte,short,ushort,int,string,float,double,decimal,LayerMask,Vector2,Vector3,Vector4,Rect,Quaternion,Color,Texture,Material,Sprite,AnimationCurve Serializable class or struct Array of primary type, List of primary type Array of serializable class or struct, List of serializable class or struct Attribute is used to automatically handle the necessary import and export entries without adding any additional code. If an error is reported, it can be manually modified. The component is added when the Node (that is, the GameObject) is created.
Check this out to know how to use the generated code.
- Texture2Cubemap (convert six
1:1
textures to 1 textures(row,column,panorama)) - Cubemap2Texture (convert cubemap to 6 textures or 6 on 1 row,column textures, can render the ReflectionProbe to Cubemap)
- Panorama2Cubemap (
2:1 360 degree
texture, direction can be set)
The common texture types
Texture->Cubemap - choose six
Texutre
.
Panorama->Cubemap - choose a
Panorama Texutre
.
Cubemap->Texture - choose either a
Cubemap
or aReflection Probe
.
- DownSample
- Convert Format (png,jpeg,tga,exr)
Manually enforce an Avatar to T-Pose
state, T-Pose
state is a must when exporting Humanoid
Avatar, or the Animation
will become abnormal. Usually when exporting the humanoid model, it is necessary to stop all animation first, and set it to T-Pose state.