Unity Graphics (Unity 图形渲染 )
- Everything for Lighting and Rendering in Unity
- 主要涉及到光照与渲染方面的知识
本文档主要是对Unity官方教程的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于 Unity2018.3版本
参考链接:https://unity3d.com/cn/learn/tutorials/s/graphics
下面是将要介绍的章节,黑体是本次内容:
- Introduction to Lighting and Rendering
介绍光照和渲染 - Precomputed Realtime GI (Realtime Global Illumination)(10)
预处理实时全局光照(10) - Rendering and Shading
渲染与着色 - Cameras and Effects
相机与效果 - Geometry in Unity
几何体
了解群集
Up to this point we have discussed Precomputed Realtime GI in terms of Charts. Reducing or otherwise optimizing the number of Charts in our Scene limits the number of operations such as lightmap compositing and packing required during the precompute. This benefits precompute performance and is a broad approach to reducing the size of the data set required by Unity’s Preco

本文档介绍了Unity Graphics中预计算实时全局光照(Realtime GI)和群集的概念,特别是如何利用群集降低预计算性能消耗和运行时性能优化。通过减少群集数量,可以提升光照更新速度和交互式实时GI的表现,同时加速光照预计算的迭代过程。
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