Introduction Optimizing a scene to increase its frame rate can be a difficult process to get right, due to the number of aspects that contribute to the final rendered image. It can even be hard just to find the right settings to change for the result you
SRP0202_OcclusionCulling Baked Occlusion Culling always work also. This is just a test scene to verify it SRP0301_Batching Use Static Batching, Dynamic Batching, GPU Instancing and SRP Batcher SRP0401_NoSpecificPass To draw the shaders that do not have a tag, e.g. default Unlit shaders SR...
Create a Unity ID:If you don’t already have one, create a Unity ID on the Unity website. This will enable you to access Unity’s vast library of resources, tutorials, and community forums. Launch Unity Hub:Open Unity Hub and sign in with your Unity ID. This will allow you to manag...
This guide was written based on v2.3 of the ZED SDK and Unity plugins. Small details may change in the future.Part 2: Installing the ZED Plugin Before you start, you have to get your system ready to use your ZED. You can find a full installation guide here, but in short, make sure...
Update: If you are using 2019.1+, you might notice there is a big change to the SRP APIs. I've created a new repository and you can grab here. Much cleaner and minimal. https://github.com/cinight/CustomSRP (My playground pipeline) Here lists out exac
Unity engine uses static batching; can affect culling negatively if overused. Unreal Engine sorts objects by mesh and shader parameters for more flexibility. Effectiveness depends on unique meshes and materials in scene. Having modular environment art reduces draw calls. Less is better. Thresholds are...
(in practice it might not be a massive problem though since doing occlusion culling using bounding boxes is conservative, meaning that a mesh will in all likelihood be marked as visible before it actually is). The additional drawcall overhead problem remains though and it is not easy to solve...