如果计算着色器的工作能与深度渲染同步,GPU的整体使用也会更好。未使用的波面可用于屏幕空间环境光遮挡(SSAO) 或任何补充当前工作的任务。 观看关于Unite优化高端游戏主机性能的会话级别/会话次数。 获取免费电子书 我们有史以来最全面的指南之一收集了 80 多个关于如何为 PC 和游戏主机优化游戏的可操作技巧。这些深入的技巧由我们的 Success 和 Accelerate Solutions 专家工程师创建,...
To open the HDRP debug view, navigate to the Unity top menu and selectWindow > Analysis > Rendering Debugger > Rendering. To view the debug data for SVT, setFullscreen Debug ModetoRequestedVirtualTextureTiles. 调试视图为每个图块 ID 使用不同的颜色。
We first create a temporary render texture, set it as active, copy the texture data on GPU using Blit function, then ReadPixels from the temporary/active RenderTexture into the texture with given width/height, finally applying changed pixels to the GPU. Don’t forget to release your temporary...
NVIDIA® DLSS improves performance in games by using AI algorithms to upscale lower-resolution images, reducing the workload on the graphics card. This allows the graphics processing unit (GPU) to render the game at a lower resolution while still producing high-quality visuals, resulting in impr...
When you create a render texture that has a dimension of “Tex2DArray”, then the unity render texture layout looks like the following.As you can see, from Unity’s perspective, it looks very similar to the texture 2d case. The only difference is the underlying resource type.What is a ...
Standard mixed reality setups don’t have much data on where things are in the real world, but theydohave the exact position of the user’s head (from the headset). So they render three layers in this order: virtual objectsbehindthe user’s head (the background), the real world, and...
在过去的几年中,Unity开始设计新的Render Pipeline,我将其视为可编程渲染引擎。类似于GPU允许对图形渲染管线进行编程的方式一样,如今Unity允许开发人员对其自身的Render Pipeline进行编程来实现一些自定义功能。 为了实现这个功能,我们公开了一个C#的渲染API层,该层可用于创建Render Pipeline并将其插入到Unity中。 我们将...
If we are using a standard Unity quad for this experiment, the pixels drawn by the shader are addressed by the quad UV. By knowing the size of the render texture we are using, we can use the value to find out which pixels we’re currently drawing. As a general approach, we will ...
Post-processing can quickly become one of the most expensive parts of the frame to render. While not important to gameplay, they can add more ambience and enhance the art that the development team worked so hard on. Adaptive Performance provides the benefit of having the game’s p...
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); #endif Draw Mode By defaultall modes are enabled Because our custom SRP might not need some of the draw mode, we can hide them likethis. 1 2 3 4 5 6 7 8 #if UNITY_EDITOR ...