// We have multiple materials to take care of, build one mesh / gameobject for each material // and parent it to this object else { GameObject go = new GameObject("CombinedSkinnedMesh"); go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localRotation = ...
Use GPU Instancing to draw (or render) multiple copies of the same Mesh at once, using a small number of draw calls. It is useful for drawing objects such as buildings, trees and grass, or other things that appear repeatedly in a Scene.
You also want to keep the number of materials on that mesh as low as possible. There is only one reason why you might want to have more than one material on the character: when you need to use a different shader (e.g. if you want to use a special shader for the eyes). However,...
The SkeletonGraphic has four materials and one atlas file, and is configured to use Unscaled Time, Multiple CanvasRenderers and has no Slot Separators. The prefab is shown when the game is paused (so our Time.timeScale is 0), and is a "skin selection" menu. As the player hovers over ...
其中outline是上面的信息对象,通过OutlineEffect中的AddOutline函数以及 RemoveOutline函数对场景物体进行管理,将需要高亮的物体的mesh信息构建的基本信息类并使用AddOutline函数添加进去,才可以实现高亮,取消高亮即调用RemoveOutline移除取消高亮物体的信息 1 // 实体是否高亮 2 public bool Highlight 3 { 4 get => high...
Dynamic BatchingUseDynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together.More info ...
// The SkinnedMeshRenderers that will make up a character will be // combined into one SkinnedMeshRenderers using multiple materials. // This will speed up rendering the resulting character. List<CombineInstance> combineInstances = new List<CombineInstance>(); ...
Furthermore, it's preferable to combine meshes into one GameObject where possible and reasonable. Each Renderer in Unity will have its associated draw call(s) versus submitting a combined mesh under one Renderer.Note Modifying properties of Renderer.material at runtime will create a copy of the ...
Multiple UV Sets Importing mesh UVs for a prim without a material attached Composition: Purposes Primitive Types: Camera We do not currently import and export all physical camera settings Materials: Transparency Settings eg Alpha Clipping, Double Sided are not imported for HDRP and Built in ...
Split Tangents 分离切线 Enable this if normal map lighting is broken by seams on your mesh. This usually only applies to characters. 如果您的网格上的接缝破坏了法线贴图光照,启用这项。这通常只适用于角色。 Materials材质 Generation 生成 Controls how materials are generated: 控制材质是如何生成的: ...