FrameBufferFetch 通过fbf可以在shader中读取到当前绑定的rtv上的当前像素的值(fragment里),可以用来读深度(例如将深度存到a通道然后用fbf来读)、或者读color来作一些特殊的混合需求。 这个特性在metal下叫ProgrammableBlending,不过metal不支持depthFetch; gles下通过GL_EXT_shader_framebuffer_fetch的扩展实现fbf,通过GL...
unity3d本身已经接入了GL_EXT_shader_framebuffer_fetch这个扩展,只不过有些mali gpu使用GL_ARM_shader_framebuffer_fetch扩展(不过我实测的几台mali gpu其实也同时支持了GL_EXT_shader_framebuffer_fetch扩展),另外还有一个扩展GL_ARM_shader_framebuffer_fetch_depth_stencil是用来读取深度的,这些扩展的介绍这篇文章...
一些GPU(最明显的是 iOS 上基于 PowerVR 的 GPU)允许您通过提供当前片元颜色作为片元着色器的输入来进行某种可编程混合(请参阅 khronos.org 上的EXT_shader_framebuffer_fetch)。可在Unity 中编写使用帧缓冲提取功能的着色器。要执行此操作,请在使用 HLSL(Microsoft 的着色语言,请参阅 msdn.microsoft.com)或 ...
Some GPUs (most notably PowerVR-based ones on iOS) allow you to do a form of programmable blending by providing current fragment color as input to the Fragment Shader (seeEXT_shader_framebuffer_fetchonkhronos.org). It is possible to write Shaders in Unity that use the framebuffer fetch fu...
D/Unity ( 7029): to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_...
uint32_t EXT_shader_framebuffer_fetch : 1; } GlExtensions; #include "ShaderInfo.h" #include "UnityInstancingFlexibleArraySize.h" typedef std::vector<std::string> TextureSamplerPairs; typedef enum INTERPOLATION_MODE { INTERPOLATION_UNDEFINED = 0, INTERPOLATION_CONSTANT = 1, INTERPOLATION_LINEAR =...
Texture.setDefaultBufferSize(_textureWidth,_textureHeight);_surface=newSurface(_surfaceTexture);_surfaceTexture.setOnFrameAvailableListener(this);} 复制 更新V1: 一切都可以在模拟器中运行,但不能在真实设备上运行(Nougat7.1API level 25和Android10 API level 29)。
URP Shader FrameBuffer Fetch Mali Crash Unity 2021出Profiler包长时间黑屏问题 在Android设备上,是否可以同时预览前后摄像头 Rendering Q:使用天玑8100处理器,项目用到动态帧率,60/30频繁切换,关了垂直同步的。在30切60时,若场景有大量GPU Skin,30到60就特别慢,大概6-7秒。
Shaders: Support for GL_EXT_shader_framebuffer_fetch. If you have a pixel shader with an “inout” color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that. ...
MyCompany.MyGame D/Unity: GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL...