Level of Detail (LOD) Group

在Unity中,LOD(Level of Detail)技术可以根据游戏对象与摄像机的距离动态调整渲染细节,减少远距离对象的三角面数量,从而降低硬件负担,提升渲染性能。通过设置LODGroup组件,可以自定义不同距离下的细节级别。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

Level of Detail (LOD)

https://docs.unity3d.com/Manual/LevelOfDetail.html

 

 

When a GameObject in the scene is a long way from the camera, the amount of detail that can be seen on it is greatly reduced. However, the same number of triangles will be used to render the object, even though the detail will not be noticed. An optimisation technique called Level Of Detail (LOD) rendering allows you to reduce the number of triangles rendered for an object as its distance from camera increases. As long as your objects aren’t all close to the camera at the same time, LOD will reduce the load on the hardware and improve rendering performance.

In Unity, you use the LOD Group component to set up LOD rendering for an object. Full details are given on the component reference page but the images below show how the LOD level used to render an object changes with its distance from camera. The first shows LOD level 0 (the most detailed). Note the large number of small triangles in the mesh:

camera at LOD 0camera at LOD 0

The second shows a lower level being used when the object is farther away. Note that the mesh has been reduced in detail (smaller number of larger triangles):

camera at LOD 1camera at LOD 1

Since the arrangement of LOD levels depends somewhat on the target platform and available rendering performance, Unity lets you set maximum LOD levels and a LOD bias preference (ie, whether to favour higher or lower LOD levels at threshold distances) in the Quality Settings.

LOD Naming Convention for Importing Objects

If you create a set of meshes with names ending in _LOD0, _LOD1, _LOD2, etc, for as many LOD levels as you like, a LOD group for the object with appropriate settings will be created for you automatically on import. For example, if the base name for your mesh is Player, you could create files called Player_LOD0, Player_LOD1 and Player_LOD2 to generate an object with three LOD levels. The numbering convention assumes that LOD 0 is the most detailed model and increasing numbers correspond to decreasing detail.

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值