Asynchronous Texture Upload 异步贴图上传 AUP(Async Upload Pipeline)
本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.4版本
参考链接:https://docs.unity3d.com/Manual/AsyncTextureUpload.html
Asynchronous Texture Upload enables asynchronous loading of Texture Data from disk and enables time-sliced upload to GPU on the Render-thread. This reduces wait for GPU uploads in the main thread. Async Texture Upload will automatically be used for all Textures that are not read-write enabled, so to use this feature no direct action is required. You can however control some aspects of how the async upload operates, and so some understanding of the process is useful to be able to use these controls.
AUP支持从磁盘异步加载纹理数据,并支持在渲染线程上以时间片方式把纹理数据上传到GPU。这减少了纹理数据从主线程上传到GPU的等待时间。AUP将自动用于所有未启用读写的纹理,因此使用此功能不需要