using System; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Jobs; using UnityEngine; using UnityEngine.Rendering; public class SimpleBRGExample : MonoBehaviour { public Mesh mesh; public Material material; private BatchRendererGroup m_BRG; private GraphicsBuffer m_Instanc...
关于CommandBuffer的内容并不多。 但关键知道怎么用是很重要的。 (先不管什么SRP:Scriptable Rendering Pipeline或是URP:Universal Rendering Pipeline,以前听谁说过,SRP,URP出来后,CommandBuffer就没用了,但我还没用过,本着好奇的心去了解一下CommandBuffer,一步一个脚印) 官方原文:Graphic... ...
物体被渲染时针对物体在屏幕(更准确地说是frame buffer)上每个像素的深度都写入到深度缓冲区;反之,如...
myCanvas = myGO.GetComponent<Canvas>(); myCanvas.renderMode =RenderMode.ScreenSpaceOverlay; myGO.AddComponent<CanvasScaler>(); myGO.AddComponent<GraphicRaycaster>(); // Text myText = newGameObject(); myText.transform.parent = myGO.transform; myText.name = "wibble"; ...
For example, if you see 1.31ms SRP Batcher code path, maybe the draw calls have spent 0.31ms on the main thread, and 1ms is spread over all graphic jobs.Overlay informationThis table describes each setting in the SRP Batcher overlay that is visible in Play mode:Name in overlayОписа...
generated above into the corresponding pixels through a certain algorithm. The process of converting a vector graphic into a series of pixels is called rasterization. For example, a mathematical representation of a diagonal line segment is eventually converted into a staircase-like continuous pixel ...
AtlasImage - AtlasImage is a graphic component use SpriteAtlas for uGUI. In addition, add useful sprite selector and border editor to the inspector. Unity2017AutoCreateSpriteAtlas Scroll View LoopScrollRect - UGUI ScrollRect reusing cells, to improve performance, loading time and draw calls. En...
There is an upper limit on the number of vertices that can be combined in a static batch that varies per Graphic API and platform, which is around 32k-64k vertices The mesh instances can come from any source mesh, but they must share the same Material referenceThe...
You still need to pass your RenderTexture’s color buffer into the Graphic.SetRenderTarget command. However the color buffer will be using a native graphics texture array. The main difference is that you need to tell Unity which slice to bind. The “depthSlice” argument communicates to Unity ...
如果你使用override sorting,这是非常有效的,因为如果一个Graphic Raycaster被触发,那么在该帧上不会检查(忽略)所有其他的。这对于按钮或阻止UI上的点击/触摸尤其有用。 在2019.6.22 (笔记2019.6.15)的文章中 提到过:: 《在不使用UnityEngine.UI的情况下在Canvas上绘图》 看Unity UGUI的开源代码,UnityEngine.UI....