Conventions used
There are a number of text conventions used throughout this book.
Code in text
: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “At that point, our URP shader is set up to use the scriptable render feature, which will automatically call the compute shader we prepared in our FillWithRed.compute
asset and return a full red opaque color for each pixel on the screen.”
A block of code is set as follows:
using UnityEngine; using UnityEngine.Rendering; [CreateAssetMenu(menuName = "Compute Assets/CH07/FillWithRed")] public class ComputeFillWithRed : URPComputeAsset { public override void Render(CommandBuffer commandBuffer, int kernelHandle) {} }
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
private void _GenerateGrid() { _cubes = new List<GameObject>(); _cubeRenderers = new List<MeshRenderer>(); _data = new Cube[gridSize * gridSize]; ... for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { ... _cubes.Add(g); _cubeRenderers.Add(r); _data[x * gridSize + y] = new Cube() { position = g.transform.position, color = color }; } } }
Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “To get this incoming vector, we use the View Direction node – and the offset is then computed by multiplying it with a given float value.”
Tips or important notes
Appear like this.