- 博客(4)
- 资源 (8)
- 收藏
- 关注
原创 CommandBuffer使用BuiltinRenderTextureType.CurrentActive注意事项
int screenCopyID = Shader.PropertyToID(“_ScreenCopyTexture”);buf.GetTemporaryRT (screenCopyID, cam.pixelWidth/2, cam.pixelHeight/2, 0, FilterMode.Bilinear); //结果错误 //buf.GetTemporaryRT(scr...
2018-08-09 16:56:57 2435 1
原创 Unity Static Batching
Unity5 的Static Batching 相对于Unity4 做了改进。 https://forum.unity.com/threads/regression-feature-not-bug-static-dynamic-batching-combining-v-buffers-but-not-draw-calls.360143/Static Batching 会减少Batchs的数量...
2018-08-09 13:54:38 2152
原创 PRT and Irradiance Volume different
PRT and Irradiance Volumehttps://www.gamedev.net/forums/topic/442871-prt-and-irradiance-volume/ Posted April 10, 2007Yes PRT and Irradiance Volumes are very similar, both are interested in modell...
2018-08-06 18:39:30 402
原创 how much does a tex2D/texCUBE cost?
how much does a tex2D/texCUBE cost? https://forum.unity.com/threads/how-much-does-a-tex2d-texcube-cost.182469/移动平台纹理采样比较昂贵。1. 效率采样在移动平台相当于几个到几十个简单的数学运算, 在PC上更高,一次采样相当于几个到上百个数学运算。 不建议用texture...
2018-08-03 18:32:22 484
Horizon-Based Indirect Lighting (HBIL)
2018-08-23
空空如也
TA创建的收藏夹 TA关注的收藏夹
TA关注的人