#pragma multi_compile_ _FORWARD_PLUS #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma instancing_options renderinglayer xxxxLighting.hlsl中修改如下:: half3 color = GlobalIllumination(brdfData, brdfData, 0, inputData.bakedGI, occlus...
// GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //需要光照系统时增加此引...
//--- // GPU Instancing // Instancing开关 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON // 内置属性支持 #if defined(UNITY_DOTS_INSTANCING_ENABLED) #undef UNITY_MATRIX_M #undef UNITY_MATRIX_I_M #undef UNITY_PREV_MATRIX_M...
UNITY_STEREO_INSTANCING_ENABLED处理跳过 unity_InstanceID = inputInstanceID + unity_BaseInstanceID; #if UNITY_ANY_INSTANCING_ENABLED void UnitySetupInstanceID(uint inputInstanceID) { #ifdef UNITY_STEREO_INSTANCING_ENABLED #if !defined(SHADEROPTIONS_XR_MAX_VIEWS) || SHADEROPTIONS_XR_MAX_VIEWS <= ...
HLSLPROGRAM#pragmatarget 3.0//=== GPU Instancing ===#pragmamulti_compile_instancing#pragmainstancing_options renderinglayer#pragmamulti_compile _ DOTS_INSTANCING_ON#pragmavertex Vertex#pragmafragment Fragment#include"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"#include"Packages/...
Advanced Options(高级选项) 更多高级功能,比如启用/禁用 GPU Instancing, 高光遮蔽模式(Specular Occlusion Mode)等。 如果我们选择表面类型为透明(Transparent),材质界面还会出现额外的Transparency Inputs(透明输入)参数区 这里我们可以选择当前透明物体适用的
These properties control various rendering settings. PropertyFunction Transparency Sort ModeDefine the order for rendering objects by their distance along a specific axis. Renderers in Unity are sorted by several criteria, such as their layer number or their distance from the camera. This is generally...
Unity then creates a new Particle System GameObject and selects it in the Hierarchy window. In the Inspector window, the Particle System component contains all settings and modules related to the Particle System. Select the Renderer module to display options for this module....
Rendering graphics in Unity is a complex task. This guide provides a better understanding of the underlying concepts related to rendering, and best practices for reducing the rendering workload on the GPU.
Frustum Culling makes sure that GameObjects outside of the Camera frustum are not rendered to save rendering performance. 选择要展开的图像 An example of Frustum Culling. Note: Frustum culling is jobified in 2017.1 and later, and Unity now also culls by layer first. Culling by layer means that...