// 示例代码:设置纹理压缩格式TextureImportertextureImporter=AssetImporter.GetAtPath("Assets/Textures/MyTe...
Fast sRGB/Linear conversions 在低端设备上,在sRGB和线性颜色空间的转换中,可以考虑选用更快速但质量略低的近似处理。 如果平台设备支持“浮点精度纹理”,则Grading Mode可以直接选用HDR,效率更高,详见Unity的SystemInfo.SupportsTextureFormat。 所有美术效果的实现还应尽量依靠原始美术素材,后处理效果仅做不得已的调整或...
点击Occlusion Culling 视图顶部中央的Bake按钮可以打开遮挡剔除参数 配置页面,其中 Smallest Occluder 表示场景中能够成为 Occluder 遮挡的最小尺寸 Smallest Hole 表示物体上能够被遮挡穿透的最小空洞的尺寸.Backface Threshold 表示背面峰值,通常情况下,点击Set default parameters按钮,使用Unity提供的默认参数即可。 接着点...
T4M还可以把Unity Terrain转换成包括混合纹理(blend texture),4倍数纹理(一种增强纹理性能和存储移除的透明度贴图)(the first four splat textures)的几何体,并且使用它的所有优点比一个导入几何体+T4M系统。所有特性兼容Unity Free和Pro版。 送TA礼物 本楼含有高级字体1楼2018-06-17 19:29回复 czx_main 大名...
Some images, especially if using iOS/Android PVR texture compression, are prone to visual artifacts in the alpha channel. In such cases, you might need to tweak the PVRT compression parameters directly in your imaging software. You can do that by installing the PVR export plugin or using ...
scriptCallOptimizationスクリプト呼び出しの最適化 sdkVersionビルドに使用されるアクティブな iOS SDK バージョン showActivityIndicatorOnLoading読み込み時にアプリケーションは ActivityIndicator を表示します statusBarStyleステータスバーのスタイル ...
2. Have identical material settings (i.e., texture, shader, and shader parameters) Batching eligible objects can improve performance, although as with all optimization techniques we must profile carefully to ensure that the cost of batching does not exceed the performance gains. There are a few ...
The following is a summary from the things we had to consider and change in the game in order to increase the performance and reach the targeted frame rate during the intense optimization sessions. Once the basic game functionalities were in place, it was time to make sure the game performanc...
In this tutorial, you’ll learn about how Clusters are used to generate globally illuminated lighting and fine-time the lighting in the example scene on a per-object basis using Lightmap Parameters.
To get started we'll discuss some of the main issues that arise with game performance and how we can determine what needs to be optimized. Then we'll go into each major topic like how to optimize game models, how to reduce draw calls, how to reduce our texture memory footprint and mor...