Rendering Paths
Unity支持不同的Rendering Paths(渲染路径)。您应该根据游戏内容和目标平台/硬件来选择。不同的渲染路径有不同的表现特点,这主要影响光照和阴影。查看render pipeline获取技术细节.
您项目所使用的渲染路径是在Graphics SettingsCamera重写.
如果一个显卡不支持选择的渲染路径,Unity将会自动选择一个低一点保真度(lower fidelity)的路径。例如,在一个GPU上,不能操作 Deferred Shading 那么 Forward Rendering 将会被使用。
Deferred Shading
Deferred Shading(延迟渲染)是光照阴影保真度最高的渲染路径,很适合有许多实时光照的情况。它需要一定程度的硬件支持。
Deferred Shading page获取更多细节。
Forward Rendering
Forward
Legacy Deferred
Legacy Deferred (light prepass)
Deferred Lighting page获取更多细节.
Legacy Vertex Lit
Legacy Vertex Lit
NOTEDeferred rendering 不被正投影所支持。如果相机的投影模式被设置为 Orthographic 相交会一直使用Forward rendering。
Rendering Paths Comparison(渲染路径的比较)
Deferred | Forward | Legacy Deferred | Vertex Lit | |
---|---|---|---|---|
Features(特性) | ||||
Per-pixel lighting (normal maps, light cookies)(逐像素光照) | Yes | Yes | Yes | - |
Realtime shadows(实时阴影) | Yes | With caveats | Yes | - |
Reflection Probes(反射探针) | Yes | Yes | - | - |
Depth&Normals Buffers(深度&法向缓存) | Yes | Additional render passes | Yes | - |
Soft Particles(软粒子) | Yes | - | Yes | - |
Semitransparent objects(半透明对象) | - | Yes | - | Yes |
Anti-Aliasing(抗锯齿) | - | Yes | - | Yes |
Light Culling Masks(消隐遮罩) | Limited | Yes | Limited | Yes |
Lighting Fidelity(光照细度) | All per-pixel | Some per-pixel | All per-pixel | All per-vertex |
Performance(表现) | ||||
Cost of a per-pixel Light(一个逐像素光照的成本) | Number of pixels it illuminates | Number of pixels * Number of objects it illuminates | Number of pixels it illuminates | - |
Number of times objects are normally rendered(对象通常渲染的次数) | 1 | Number of per-pixel lights | 2 | 1 |
Overhead for simple scenes(简单场景的开销) | High | None | Medium | None |
Platform Support(平台支持) | ||||
PC (Windows/Mac) | Shader Model 3.0+ & MRT | ALL | Shader Model 3.0+ | ALL |
Mobile (iOS/Android) | OpenGL ES 3.0 & MRT, Metal (on devices with A8 or later SoC) | ALL | OpenGL ES 2.0 | ALL |
Consoles | XB1, PS4 | All | XB1, PS4, 360 | - |