3.Why use HDRP? 0 HDRP is designed to target high-end PCs and consoles, prioritizing stunning, high-definition visuals. It’s designed to help smaller development teams achieve AAA graphic features with ease. If you want the highest-quality visual fidelity for your project, and performance ...
unity HDRP 高亮 unity hdrp教程 unite When it comes to graphics, you need to be able to push your visuals and have the control to be able to decide what matters to you most. That’s why we created the Graphics sessions for Unite Now, our digital programming series of inspiring talks, de...
shadow casters(阴影映射)一般都可以被批处理……Shadow casters can often be batched together while rendering, even if their Materials are different. Shadow casters in Unity can use dynamic batching even with different Materials, as long as the values in the Materials needed by the shadow pass are...
《移动平台纹理压缩格式选择》 Why use crunch compression? Crunch compression of ETC textures ETC1 Compressed Texture Image Formats Texture compression on mobile demystified Texture compression using low-frequency signal modulation 这是侑虎科技第1187篇文章,感谢作者蕾芙丽Reverie供稿。欢迎转发分享,未经作者授权请...
Unity设置HDRP渲染 一.环境搭建 HDR配置 1.Window->Package Manager->安装 1.ShaderGraph, 2.Render Pipline Core Library 3.HD RenderPipeline 4.Lightweight Rendering Pipeline 5.Post Processing 2.创建HDR管线 1.Project->创建Creat->... Unity3D灯光与渲染学习之(一):天空盒、灯光以及色彩空间 ...
🤔Why use Utility AI instead of Behavior Trees and FSMs? 💎HIGHLIGHT FEATURES 🛠️An intuitive and powerful Editor We offer an intuitive and powerful Editor with many robust features that allow you to create complex AI Behaviors and Logic with ease: Status Preview: Preview the score of ...
WHY USE FRUSTUM CULLING? Sometimes, depending on your game, you may have CPU intensive game objects that are affecting the performance although they may not be needed. To remedy this, we disable these game objects whenever they are out of view (or distance) and then re-enable them when bac...
Why using Graphics.Blit One might ask why not use an additional Camera in front of a quad to render the Shader Graph material? The main reason is using Graphics.Blit to render a Shader Graph directly to a RenderTexture is WAY faster than doing the same thing with ...
shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here IsNonZeroBSDF(V, L, preLightData, bsdfData) && !ShouldEvaluateThickObjectTransmission(V, L, preLightData, bsdfData, light.shadowIndex))//没有使用Transmission { float3 positionWS = posInput....
Unity 的渲染管线主要分为内置渲染管线(BRP)和可编程渲染管线(即SRP , 包含URP和HDRP)。自Unity2019...