用于导入 SpeedTree 模型资源的 AssetImportor。
windQualityNames | 获取风质量值的名称字符串数组。 |
alphaTestRef | 获取和设置默认的 Alpha 测试参考值。 |
animateCrossFading | 指示是否应该为应用于最后一个网格 LOD 和公告牌的交叉淡入淡出 LOD 过渡生成动画。 |
bestWindQuality | 返回此资源上可能实现的最佳风质量(在 SpeedTree Modeler 中配置)。 |
billboardTransitionCrossFadeWidth | 最后一个 3D 网格 LOD 区域宽度的比例,用于交叉淡入淡出到公告牌树。 |
castShadows | 获取和设置用于为每个 LOD 启用阴影投射的布尔值数组。 |
castShadowsByDefault | Gets and sets a boolean to toggle whether the imported SpeedTree casts shadows. |
defaultBillboardShader | 返回活动渲染管线的默认 SpeedTree 公告牌着色器,如果资源为 SpeedTree v8 资源,则返回 /null/。 |
defaultShader | 返回活动渲染管线的默认 SpeedTree 着色器(根据资源版本,可以是 v7 或 v8)。 |
enableBump | 获取和设置用于为每个 LOD 启用法线贴图的布尔值数组。 |
enableBumpByDefault | Gets and sets a boolean to enable normal mapping on the imported SpeedTree model. |
enableHue | Gets and sets an array of booleans to enable hue variation effect for each LOD. |
enableHueByDefault | Gets and sets a boolean to enable hue variation effect on the imported SpeedTree model. |
enableSettingOverride | Gets and sets an array of booleans to customize importer settings for a specific LOD. |
enableSmoothLODTransition | 启用平滑的 LOD 过渡。 |
enableSubsurface | Gets and sets an array of booleans to enable the subsurface scattering effect for each LOD (affects only SpeedTree v8 assets). |
enableSubsurfaceByDefault | Gets and sets a boolean to enable the subsurface scattering effect for the SpeedTree asset (affects only SpeedTree v8 assets). |
fadeOutWidth | 公告牌 LOD 区域宽度的比例,用于淡出公告牌。 |
hasBillboard | 显示是否存在公告牌 LOD。 |
hasImported | 显示之前是否已导入 SPM 文件。 |
hueVariation | Gets and sets a default hue variation color and amount (in alpha). |
isV8 | 如果资源是 SpeedTree v8 资源,则返回 true。 |
LODHeights | 获取和设置每个 LOD 屏幕高度值的浮点值数组。 |
mainColor | 获取和设置默认主色。 |
materialFolderPath | 返回将在其中放置生成的材质的文件夹路径。 |
materialLocation | 材质导入位置选项。 |
receiveShadows | 获取和设置用于为每个 LOD 启用阴影接受的布尔值数组。 |
receiveShadowsByDefault | Gets and sets a boolean to enable whether the SpeedTree asset receives shadows from other objects in your scene. |
scaleFactor | How much to scale the tree model compared to what is in the imported SpeedTree model file. |
selectedWindQuality | Gets and sets an integer corresponding to the SpeedTreeWind enum values. The value is clamped by SpeedTreeImporter.bestWindQuality internally. |
useLightProbes | 获取和设置用于为每个 LOD 启用光照探针光照的布尔值数组。 |
useLightProbesByDefault | Gets and sets a boolean to enable light probe lighting for the imported SpeedTree model. |
windQualities | Gets and sets an array of integers of the wind qualities on each LOD. Values will be clamped by SpeedTreeImporter.bestWindQuality internally. |
SpeedTreeImporter | 构造一个新的 SpeedTreeImporter 对象。 |
GenerateMaterials | 在 materialFolderPath 下生成所有必需材质。如果已启用版本控制,请先检查该文件夹。 |
SearchAndRemapMaterials | 搜索项目中是否存在匹配的材质,然后使用这些材质而不是内部材质。 |
assetBundleName | 获取或设置 AssetBundle 名称。 |
assetBundleVariant | 获取或设置 AssetBundle 变体。 |
assetPath | 此导入器的资源的路径名称。(只读) |
importSettingsMissing | 如果导入的资源未随附任何元文件,则此值为 true。 |
userData | 获取或设置任意用户数据。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
AddRemap | 将子资源从导入的资源(例如 FBX 文件)映射到同类型的外部资源。 |
GetExternalObjectMap | 获取 AssetImporter 使用的外部对象映射的副本。 |
RemoveRemap | 从外部对象的映射中删除项。 |
SaveAndReimport | 如果资源导入器已标记为“脏”,则保存资源导入器设置。 |
SetAssetBundleNameAndVariant | 设置 AssetBundle 名称和变体。 |
SupportsRemappedAssetType | 检查 AssetImporter 是否支持重新映射给定的资源类型。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
GetAtPath | 在 path 处检索资源的资源导入器。 |
GetImportLog | Retrieves logs generated during the import of the asset at path. |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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