int lastActiveOverlayCameraIndex = -1; if (cameraStack != null && cameraStack.Count > 0) { #if POST_PROCESSING_STACK_2_0_0_OR_NEWER if (asset.postProcessingFeatureSet != PostProcessingFeatureSet.PostProcessingV2) { #endif // TODO: Add support to camera stack in VR multi pass mode if...
很简单,在InitializeAdditionalCameraData函数中增加一行代码,将overlay相机的抗锯齿设置传递到overlayCameraData即可。 四、FXAA只能在最后一个相机生效(通常是UI相机) SMAA的问题解决了。结果发现FXAA也无法生效,那只能继续查源码咯。 如上截图所示,发现前向渲染器是根据标志applyFinalPostProcessing,来判断是否应用FinalPost...
尽量Overlay模式,减少Camera调用的开销机。 如果非要用World Space模式, 请务必填充 Event Camera, 并修改LayerMask, 只渲染UI层, 将 Render Camera 字段留空会使 Unity 填充 Camera.main,这会导致不必要的开销。 3.9 UI控件优化注意事项 使用全屏UI 时,则禁用摄像机对 3D 场景的渲染。并且禁用隐藏在顶层画布之后...
AI代码解释 using UnityEngine;[ExecuteInEditMode][RequireComponent(typeof(Camera))]publicclassNote11Main:MonoBehaviour{publicMaterial material;// Start is called before the first frame updatevoidStart(){}// Update is called once per framevoidUpdate(){}privatevoidOnRenderImage(RenderTexture source,RenderTe...
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首先,去Unity资源商店下载名为Post processing stack的资源包,并导入工程。 然后,在camera上挂载Post Processing Behaviour脚本。 这时,你需要在工程界面右键 Assets > Create > Post-Processing Profile. 然后在Post Processing Behaviour脚本上选择你新创建的 Post-Processing Profile文件。当你在选择profile的时候,会发现...
unity postprocessing stack v2的优化 今天做到33ms了 从45ms 到33ms 后处理占20ms 优化后8ms 去掉两次blit fast mode layer 去掉UI camera 用overlay 层级用sortingorder Diffusion控制down upsample次数 美术那边限制一下 1-16很吓人的 4差不多 bloom单独10ms 其它ubershader的才2ms...
Base Camera 是 URP 中默认的摄像机类型。要以 URP 渲染任何东西,我们的场景中必须至少有一个 Base Camera。 Overlay Camera 是将其视图呈现在另一个摄影机的输出之上的摄影机,我们不能单独使用 Overlay Camera,我们只能使用相机堆栈(Camera Stack),将“Overlay Cameras”与一个或多个“Base Camera”结合使用。Ove...
public static readonly int cameraToWorldMatrix = Shader.PropertyToID("unity_CameraToWorld"); } public struct PostProcessingData { public ColorGradingMode gradingMode; public int lutSize; } class CameraDataComparer : IComparer<Camera> { public int Compare(Camera lhs, Camera rhs) { return (int...
Post Processing effects work by taking the output of a camera once all objects have been rendered - you may usually think of color data, but this includes normal data, depth data, and so on - and applying some combination of effects to that data to produce a new color output. One exampl...