原文
Fog and volumetric light rays (Shader Blinking Godrays)
When you turn on the global fog in 3d engine, the framerate often drops below a usable level, especially on older mobile devices.
From a graphics point of view however, fog dramatically improves look of the environments, especially helping to perceive the depth and space of a scene. The solution we came up with is the use of simple mesh faces with a transparent texture (Fog planes) instead of global fog. Once a player comes too close to a fog plane, it fades out and moreover, vertices of the fog plane are pulled away (because even a fully transparent alpha surface still consumes lot of render time).
雾效和体积光
当你在3d引擎里面开启全局雾效时,帧率会下降到不可用的地步,特别实在一些较低性能的移动设备。
但是从效果上来看,雾效会丰富环境的展示,特别是展现场景的深度和空间上。我们提出的解决方案是用简单的网格面片(包含透明纹理如雾效面片)来代替全局雾效。当一个玩家(摄像机)靠近一个雾效面片时