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Optimizing Graphics in Unity 学习

时间:2020-04-12 16:25:37      阅读:107      评论:0      收藏:0      [点我收藏+]

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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

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