手机图形密码箭头图形_2018和图形

手机图形密码箭头图形

The Unity 2018 release cycle will have a heavy focus on graphics! There are a number of features that will be released during 2018 that will drastically enhance Unity’s rendering capabilities. Hopefully you will find a new feature for every type of user, such as the visual tools for artists or more powerful rendering control for low-level engineers. We are very excited to share with you what we are working on, and we can’t wait to see what you’ll make with it!

Unity 2018发行周期将重点关注图形! 2018年将发布许多功能,这些功能将大大增强Unity的渲染功能。 希望您会为每种类型的用户找到一个新功能,例如用于艺术家的视觉工具或用于低级工程师的更强大的渲染控件。 我们很高兴与您分享我们正在做的事情,我们迫不及待地想看看您将如何使用它!

We will be following up this blog post with more in depth posts about each of the systems we are developing.

我们将在此博客文章之后跟进有关我们正在开发的每个系统的更深入的文章。

可编写脚本的渲染管道 (Scriptable Render Pipelines)

The Scriptable Render Pipeline is a way of configuring and performing rendering in Unity that is controlled from C# script. This is a big shift away from how Unity has traditionally performed rendering, moving control of how a project renders from being hard coded to being completely project driven.

可脚本化的渲染管道是一种在Unity中配置和执行渲染的方法,该方法由C#脚本控制。 与Unity传统上执行渲染的方式相比,这是一个很大的转变,将项目渲染方式的控制从硬编码转变为完全由项目驱动。

Currently Unity provides a number of rendering configurations (for example: forward rendering and deferred rendering). These pipelines are fixed and provided as is. This has a number of downsides:

当前,Unity提供了许多渲染配置(例如:正向渲染和延迟渲染)。 这些管道是固定的并按原样提供。 这有很多缺点:

    To solve these issues we have been developing the SRP API as an experimental feature throughout 2017. Now in 2018.1, the feature is moving into beta. We are confident that not only does this system resolve these problems, but it is also fast, easy to work with, and empowering for rendering programmers.

    为了解决这些问题,我们在2017年全年一直将SRP API开发为实验性功能。现在在2018.1,该功能正进入beta版。 我们相信,该系统不仅可以解决这些问题,而且还可以快速,轻松地使用并为渲染程序员提供支持。

    With SRP we no longer have to provide a monolithic rendering pipeline that is trying to do everything for everyone. The SRP API opens up the Unity rendering interface, allowing for flexibility and control right from C# scripts. Programmers can now write custom renderers tailored specifically to their project.

    使用SRP,我们不再需要提供试图为每个人做所有事情的整体渲染管道。 SRP API会打开Unity渲染界面,从而可以从C#脚本获得灵活性和控制权。 程序员现在可以编写专门针对其项目的自定义渲染器。

    Imagine designing a custom render pipeline by plugging together modular blocks. Each block is well defined with a single function that is easy to test, improve, and maintain. This is how Scriptable Render Pipelines work. Not only is this easier for developers using Unity, it also allows us to add new blocks to the engine’s toolbox so you the user can quickly have access to new rendering advancements.

    想象一下,通过将模块化块插入在一起来设计自定义渲染管道。 每个模块都有一个定义明确的功能,该功能易于测试,改进和维护。 这就是可脚本化渲染管道的工作方式。 这不仅使使用Unity的开发人员更加容易,而且还使我们能够向引擎的工具箱中添加新块,从而使用户可以快速访问新的渲染功能。

    In 2018.1 we have included 2 rendering pipelines for users. Not only are these usable right out of the box, they can serve as reference for developers building their own render pipelines.

    在2018.1中,我们为用户提供了2个渲染管道。 这些不仅立即可用,还可以为开发人员构建自己的渲染管道提供参考。

      轻量级渲染管线 (Lightweight Rendering Pipeline)

      The LT RP is designed to be fast and scale well to lower end hardware. It’s a forward based renderer and scales well from mobile, to VR, to PC.

      LT RP被设计为快速且可很好地扩展到低端硬件。 它是基于前向的渲染器,可以很好地从移动设备扩展到VR,再到PC。

      The Lightweight Pipeline is a Scriptable Render Pipeline available with Unity 2018.1. It performs a single-pass forward rendering with light culling per-object with the advantage that all lights are shaded in a single pass. Compared to the vanilla Unity forward rendering, which performs an additional pass per pixel light, using the LT pipeline will result in less draw calls at the expense of slightly higher shader complexity.

      轻量级管道是Unity 2018.1中可用的可编写脚本的渲染管道。 它使用每个对象的光剔除执行单遍正向渲染,其优点是所有光都在单遍中着色。 与香草Unity前向渲染(每像素光执行一次额外传递)相比,使用LT管线将导致更少的绘制调用,但代价是着色器复杂性会稍高。

      The pipeline supports at most 8 lights per-object and only supports a subset of built-in Unity  rendering features. A feature comparison table of Lightweight Pipeline vs stock Unity pipeline can be found here.

      管道每个对象最多支持8个灯光,并且仅支持内置Unity渲染功能的子集。 轻量级管道与库存Unity管道的功能比较表可以在此处找到。

      高清渲染管道 (HD Rendering Pipeline)

      The high definition render pipeline is a Scriptable Render Pipeline available with Unity 2018.1 (Experimental). The HDRP is a modern rendering pipeline designed with PBR, linear lighting, HDR lighting in mind. It’s built with a configurable hybrid Tile/Cluster deferred/Forward lighting architecture.

      高清晰度渲染管线是Unity 2018.1(实验性)中提供的可脚本化渲染管线。 HDRP是一种现代渲染管线,设计时考虑了PBR,线性照明和HDR照明。 它使用可配置的平铺/群集延迟/前向照明体系结构构建。

      HDRP adds several features over built-in Unity with improved options for lights, reflection probes, standard materials. It also provides advanced material like Anisotropy, Subsurface scattering, and Clear Coating. Advanced lights, like Area lights, are also supported.

      HDRP在内置Unity的基础上增加了一些功能,并改进了灯光,反射探针和标准材质的选项。 它还提供先进的材料,例如各向异性,次表面散射和透明涂层。 还支持高级灯光,例如区域灯光。

      If you are using the 2018.1 beta please come to the forums to discuss the SRP API and the pipelines we have been developing.

      如果您使用的是2018.1 Beta, 请前往论坛讨论SRP API和我们一直在开发的管道。

      后处理堆栈v2 (Post-processing Stack v2)

      The Post-processing stack has been improved to feature higher quality effects, automatic volume blending with a powerful override stack and a flexible framework to write and distribute your own custom effects.

      后处理堆栈已得到改进,以具有更高质量的效果,具有强大的替代堆栈的自动音量混合以及可编写和分发您自己的自定义效果的灵活框架。

      It’s compatible with the Lightweight, HD and built-in rendering pipelines.

      它与轻量级,高清和内置渲染管线兼容。

      Unity着色器图 (Unity Shader Graph)

      Authoring shaders in Unity has traditionally been the realm of people with some programming ability. In 2018 we are changing this!

      传统上,在Unity中创作着色器是具有一定编程能力的人们的领域。 在2018年我们将对此进行更改!

      Shader Graph enables you to build your shaders visually. Instead of hand writing code, you create and connect nodes in a graph network. The graph framework gives instant feedback on the changes, and it’s simple enough that new users can become involved in shader creation.

      着色器图使您可以直观地构建着色器。 您无需手写代码,而可以在图形网络中创建并连接节点。 图形框架可立即提供有关更改的反馈,而且非常简单,新用户即可参与着色器的创建。

      The Shader Graph system is designed to work with both the LT and HD render pipelines, can be extended to work with any custom render pipeline, and has an open architecture that allows for custom nodes to be written.

      Shader Graph系统旨在与LT和HD渲染管道一起使用,可以扩展为与任何自定义渲染管道一起使用,并具有开放的体系结构,允许编写自定义节点。

      Grab the latest beta to check out these features and more. In the coming weeks we’ll be writing about these systems in greater detail so you can make the most out of them.

      获取最新的Beta,以查看这些功能以及更多功能。 在接下来的几周中,我们将更详细地介绍这些系统,以便您可以充分利用它们。

      翻译自: https://blogs.unity3d.com/2018/01/18/2018-and-graphics/

      手机图形密码箭头图形

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