• Unity Quality Setting 学习


    https://docs.unity3d.com/2018.4/Documentation/Manual/class-QualitySettings.html

    Unity allows you to set the level of graphical quality it attempts to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it tends to have a detrimental effect on gameplay.

    Rendering

        Property              Function

    • Pixel Light Count          Set the maximum number of pixel lights when Unity uses Forward Rendering
    • Texture Quality           Choose whether to display Textures at maximum resolution or at a fraction of this (lower resolution has less processing overhead). The options are Full Res, Half Res, Quarter Res and Eigth Res.
    • Anisotropic Textures           Choose if and how Unity uses anisotropic Textures. The options are Disabled, Per Texture and Forced On (that is, always enabled)
    • AntiAliasing              Choose the level of antialiasing that Unity uses. The options are Disabled, 2x Multi Sampling, 4x Multi Sampling and 8x Multi Sampling.
    • Soft Particles                               Enable this option to use soft blending for particles
    • Realtime Reflection Probes              Enable this option to update reflection probes during gameplay.
    • Billboards Face Camera Position          Enable this option to force billboards to face the camera while rendering instead of the camera plane. This produces a better, more realistic image, but is more expensive to render.
    • Resolution Scaling Fixed DPI Factor    Downscale the device's screen resolution below its native resolution.
    • Texture Streaming                                 Enable this checkbox to use Texture Streaming. If you are not planning to use Texture Streaming, disable this feature to avoid any CPU memory overhead.
      • Add All Cameras                          Enable this checkbox to make Unity calculate Texture Streaming for all active Cameras in the Project. This is enabled by default. This is the quickest way to migrate an existing Project to Texture Streaming. If you want to       exclude a specific Camera, add a Streaming Controller component to that Camera and then disable it. If you disable this property, Unity only calculates Texture Streaming for GameObjects with Streaming Controller components. Use this for finer-grained control of Texture Streaming. 

       Anti-aliasing

    Anti aliasing improves the appearance of polygon edges, so they are not "jagged", but smoothed out on the screen. However, it incurs a performance cost for the graphics cards and uses more video memory(there's no cost on the CPU though). The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes)

    However, built-in hardware anti-aliasing does not work with Deferred Shading or HDR rendering. For these cases, you'll need to use Antialiasing Image Effect

      Soft Particles

    Soft Particles fade out near intersections with other Scene geometry. This looks much nicer, but it's more expensive to compute (more complex pixel shaders), and only works on platforms that support depth textures. Furthermore, you have to use Deferred Shading or Legacy Deferred Lighting rendering path, or make the camera render depth textures from scripts

     

    Shadows

      Property              Function

    • Shadowmask Mode           Choose the shadowmask behavior when using the Shadowmask Mixed lighting mode. Use the Lighting window (menu: Window->Rendering->Lighting Settings) to set this up in your Scene
      • Distance Shadowmask         Unity uses real-time shadows up to the Shadow Distance, and baked shadows beyond it.
      • Shadowmask                        Static GameObject that cast shadows always cast baked shadows.
    • Shadows                                              Choose which type of shadows to use. The available options are Hard and Soft Shadows, Hard Shadows Only and Disable Shadows
    • Shadow Resolution                              Choose which resolution to render shadows at. The available options are Low Resolution, Medium Resolution, High Resolution and Very High Resolution. The higher the resolution, the greater the processing overhead
    • Shadow Projection                         Choose which method to use for projecting shadows from a directional light.
      • Close Fit                                    Renders higher resolution shadows but they can sometimes wobble slightly if the camera moves.
      • Stable Fit                                   Renders lower resolution shadows but they don't wobble with camera movements.
    • Shadow Distance                                Enter the maximum distance from the Camera at which shadows are visible. Unity does not render shadows that fall beyond this distance
    • Shadow Near Plane Offset                  Enter the offset shadow near plane to account for large triangles being distorted by shadow pancaking
    • Shadow Cascades                         Choose the number of shadow cascades to use. The available options are No Cascades, Two Cascades, or Four Cascades. A higher number of cascades gives better quality but at the expense of processing overhead
    • Cascade splits                                    Adjust the cascade shadow split(s) by moving the vertical line between each cascade left or right. Depending on what value you chose for the Shadow Cascades setting, you can see two or four different colors. If Shadow Cascades is set to No Cascades, then this entire control is hidden. 

    Other

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  • 原文地址:https://www.cnblogs.com/revoid/p/12863973.html
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