简单来说在一个Canvas下,需要相同的material,相同的纹理以及相同的Z值,例如UI上的字体Texture使用的是字体的图集,往往和我们自己的UI图集不一样,因此无法合批。还有UI的动态更新会影响网格的重绘,因此需要动静分离。 Image和Rawlmage的区别 。Imgae比Rawlmage更消耗性能,image是可以合批,RawImage是单张一个dc 。Image...
Returns true when an object is an asset (corresponds to a file in the Assets folder), and false if it is not (for example object in the scene, or an object created at runtime). 这个API的说明指出它可以用来判断一个Object是一个Asset,还是说一个运行时对象(在场景中或运行时创建的对象)。经...
An easy approximation to compare shaders in performance is to identify the average number of operations each executes at runtime. This can be done easily in Unity. Select your shader asset or select a material, then in the top-right corner of the inspector window, select the gear icon follo...
——我的理解就是,SRP Batch相比过去Standard Batch的改进之处在于①它使用Shader Variant而非Material作为循环的判定条件(判断render state是否改变);②由于每个材质球在显存里占有固定的CBuffer,CPU就免去了【Set up Cbuffer - Upload Cbuffer】的工作 因此——“The SRP Batcher is a rendering loop that speeds ...
When you build your project, the values of these settings become static. You can’t change the settings at runtime. This section provides documentation on the following groups of properties: Set Default Render Pipeline Asset Use theDefaultRender PipelineA series of operations that take the contents...
full control of animation weights at runtime: runtime控制动画的权重 event calling from within the animation playback :动画播放途中调用event sophisticated state machine hierarchies and transitions:精妙的动画状态机,包括hierarchy和transition blend shapes for facial animations:用于面部动画的blend shape and muc...
FixedUpdate是物理固定频率执行,FixedUpdate的时间间隔可以在项目设置中更改,点击Edit-Project Setting-time-Fixed timestep,默认为0.02s 2)输入事件是用于获取玩家的输入的,OnMouseXXX系列。 3)yieldWWW,关于协程的后续进入,注意是在update之后进入的。 Unity官方API:https://docs.unity3d.com/Manual/ExecutionOrder.html...
SetPropertyLockSets the lock state of a property for this material. SetShaderPassEnabledEnables or disables a Shader pass on a per-Material level. SetTextureSets a named texture. SetTextureOffsetSets the placement offset of a given texture. The name parameter is defined in the shader. This met...
publicbooldraggable =true;// Can the output be dragged around at runtime by default? publicboolvisible =true;// Does output show on screen by default or do we have to enable it with code? publicboolpixelCorrect =false;// set to be pixel Correct linespacing ...
A runtime transform gizmo similar to unitys editor so you can translate (move, rotate, scale) objects at runtime. - HiddenMonk/Unity3DRuntimeTransformGizmo