etc. This does not affect the CPU usage for the precomputation process performed in the editor. Note thathigher CPU usage is achieved by increasing the number of threads assigned
Use this to simulate fog or mist in outdoor environments, or to hide clipping of objects near the camera’s far clip plane. More info Forward Rendering: A rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also...
Note that the filter does not affect which object is currently selected, so it is possible to have, say, a terrain object selected even when the hierarchy is filtered to show only lights.The relevance of the filter buttons is that each of the three object types has its own set of ...
However the Scene foreground elements and background elements are not showing up despite having strong perspective elements. A subtle fog in the Scene can create a massive difference in giving the Scene additional dimension. 选择要展开的图像 Notice the foreground railing have better definition compared...
This lets you set the approximate amount of CPU time that should be spent evaluating realtime GI at runtime.Higher CPU usage results in faster reactions from the lighting but may affect framerate, etc. This does not affect the CPU usage for the precomputation process performed in the editor....
Note that fog is rendered uniformly in orthographic camera mode and may therefore not appear as expected. This is because the Z coordinate of the post-perspective space is used for the fog “depth”. This is not strictly accurate for an orthographic camera but it is used for its performance...
#pragma multi_compile _ SHADOWS_SCREEN #pragma multi_compile _ VERTEXLIGHT_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog When lightmaps are used, Unity will never include vertex lights. Their keywords are mutually exclusive. So we don't need a variant with b...
Do not use dynamic lights when it is not necessary-- choose to bake lighting instead. Choose touse less textures per fragment. Avoid alpha-testing, choose alpha-blending instead. Do not use fog when it is not necessary. Learn benefits ofOcclusion cullingand use it to reduce amount of visibl...
Depending on the toggle, audio will play in the scene or not. Effects Different scene effects such as the Skybox, Fog, and Particle Systems can be toggled on and off. Hidden Objects If any GameObjects have been hidden in the Hierarchy window, the current count is shown. The entire scene...
Each Camera stores color and depth information when it renders its view. The portions of the screen that are not drawn in are empty, and will display the skybox by default. When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more...