Unity说明文档翻译-Graphics Settings

本文档详细介绍了Unity的Graphics Settings,包括内置着色器设置、总是包含着色器、着色器脚本编辑和着色器预加载,旨在帮助开发者定制和优化图形设置,提高项目性能。此外,还提到了参考资源,如优化着色器加载时间和图形性能。
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Graphics Settings

图像设置

Settings here are mostly for customizing and optimizing graphics-related settings across the project.

这里的设置主要是定制和优化跨越项目的图形相关的设置.

Built-in shader settings

内置着色器设置

These settings allow specifying which shader is used to do lighting pass calculations in deferred shading and legacy deferred lighting rendering paths, respectively.

这些设置允许分别指定哪个着色器用于灯光在延迟着色和遗留延迟着色渲染通道中运算.

Default value is to use built-in Unity functionality for this, but you can supply your own compatible shader if you want deep customization of deferred rendering.

默认是使用相应的Unity内建功能,但如果你想更深入的定制延迟渲染你可以提供你自己的可兼容的着色器.

You can also specify “No Support” if you know you aren’t using deferred shading or lighting respectively, and save some space in the built game data files.

你也可以分别指定为不支持,如果你知道你不会使用延迟渲染或光照,且保存一些空间到建成的游戏数据文件夹中.

Always Included Shaders

总是包含着色器

Specify a list of Shaders that will always be stored along with the project, even if nothing in your scenes actually uses them. It is important to add shaders used by streamed scenes asset bundles to this list to ensure they can be accessed.

指定一个着色器列表,它将总是随着项目保存,即使你当前场景没有使用到它们.这对于通过使用流资源包添加着色器到这个列表以确保它们能够被访问是很重要的.

Shader Stripping

着色器脚本编辑

By default, Unity looks at your scenes and lightmapping settings to figure our which Fog and Lightmapping modes are used; and skips corresponding shader variants. This saves game build data size, and improves loading times.

默认的,Unity看你的场景和光照映射设置以哪个雾和光照映射模式被使用;且跳过相应的着色器变种.这节约游戏构建数据大小,和改善加载时间.

However, if you’re building asset bundles or will be changing Fog modes from a script at runtime, you might want to manually specify used modes here.

然而,如果你构建资源包或通过一个脚本实时改变雾模式,通常你需要在这指定使用模式.

Shader Preloading

着色器预加载

Specify a list of shader variant collection assets to preload while loading the game. See Optimizing Shader Load Time page for details.

当加载游戏时指定一个着色器变体列表资源集以预先加载.

See Also

参考

· Optimizing Shader Load Time. 优化着色器加载时间

· Optimizing Graphics Performance. 优化图像性能

· Shaders reference. 着色器参考

 

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