关于后处理优化,整理几条
1.用OnPreRender和OnPostRender替换OnRenderImage
private void OnPreRender()
{
cameraRenderTex = RenderTexture.GetTemporary(Screen.width, Screen.height, 24, RenderTextureFormat.Default);
mainCamera.targetTexture = cameraRenderTex;
}
private void OnPostRender()
{
Graphics.Blit(cameraRenderTex, null as RenderTexture);
RenderTexture.ReleaseTemporary(cameraRenderTex);
}
当我们的camera开启MSAA或者HDR的时候,会导致后处理不起效果,HDR可以不用,不过抗锯齿还是要用的,这是直接改rendertexture的参数就可以
private void OnPreRender()
{
if(QualitySettings.antiAliasing == 0)
{
cameraRenderTex = RenderTexture.GetTemporary(Screen.width, Screen.height, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Default);
}
else
{
cameraRenderTex = RenderTexture.GetTemporary(Screen.width, Scree