Optimizing Graphics in Unity 学习
2021-02-19 09:19
                         标签:project   scene   htm   graph   collect   ons   erer   size   layer    https://learn.unity.com/tutorial/optimizing-graphics-in-unity   1. Rendering 2. Camera 3. Textures 4. Multithreaded Rendering & Graphics Jobs 5. Framebuffer 6. Shaders   1. Rendering 2. Camera   Clear On mobile tile-based renderers, the clear command is particularly important. Unity takes care of the details, so you only have to set the clear flags on the Camera and avoid using the "Don‘t Clear" flag when targeting mobile devices. The underlying  behavior of the clear command depends on the platform and graphics driver, but depending on the clear flag you choose, it can impact performance significantly, because Unity has to either clear the previous content, set flags to ignore the previous content, or read previous content back from the buffer.      Clear flags On mobile, avoid Unity‘s default Skybox (appropriately named Default-Skybox), which is computationally expensive and which is enabled by default in all new Scenes.      Discard and Restore buffer       Tile-based Rendering       RenderTexture Switching       FrameBuffer Compression     Culling       Frustum Culling       Occlusion Culling       Multiple Cameras       Per-Layer culling distances     Skinned Motion Vectors     Fillrate       Overdarw       Overdraw view       Transparency       Alpha Blending       Draw Order       Z-testing     Draw Call Batching       Instancing     Geometry     Level of Detail (LOD)       Static Scenes       High-Quality LODs       Runtime Mesh Combination       Animation LODs   3. Textures   Asset Auditing     Texture Compression       ASTC       PVRTC     GPU Upload       Load Behavior     Awake Behavior     Memory Behavior   4. Multithreaded Rendering & Graphics Jobs   Singlethreaded Rendering (single client, no worker thread)     Multithreaded Rendering (single client,  single worker thread)       Renderthread       Availability       Performance Considerations     Profiling Multithreaded Rendering     Jobified Rendering (multiple clients, single worker thread)     Graphics Jobs (multiple clients, no worker thread)       Availability       Profiling Rendering       GfxThreadableDevice Functions   5. Framebuffer   Double & Triple Buffering     Color Buffer     Stencil & Depth Buffer     Native Resolution       Buffer Size     Final Blit   6. Shaders   Mobile Shaders       Lightmaps     Project Imports       Default Shaders     Shader Build Report     Shader Memory     Shader Keywords     Shader Variants     Shader Variant Collections     Shader Preloading     Built-in shaders   Optimizing Graphics in Unity 学习 标签:project   scene   htm   graph   collect   ons   erer   size   layer    原文地址:https://www.cnblogs.com/revoid/p/12685486.html
文章标题:Optimizing Graphics in Unity 学习
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