在通用渲染管线一系列操作,将场景内容显示在屏幕上。Unity 允许您选择预制渲染管线或编写自己的渲染管线。 更多信息
参见 术语表 (URP) 中,关于在正向、正向+和延迟渲染路径渲染管线用于渲染图形的技术。选择不同的渲染路径会影响灯光和阴影的计算方式。某些渲染路径比其他渲染路径更适合不同的平台和硬件。 更多信息
参见 术语表之间进行选择的资源。
页面 | 描述 |
---|---|
渲染路径简介 | 了解 URP 中正向、正向+和延迟渲染路径之间的区别。 |
设置渲染路径 | 使用通用渲染器资源中的**渲染路径**设置来设置渲染路径。 |
延迟渲染路径 | 使用延迟渲染路径的资源,该路径对可以影响不透明游戏对象Unity 场景中的基本对象,可以表示角色、道具、场景、摄像机、路径点等。游戏对象的函数由附加到其上的组件定义。 更多信息 参见 术语表的灯光数量没有限制。 |
正向+渲染路径 | 使用正向+渲染路径的资源,该路径允许您避免正向渲染一种渲染路径,根据影响对象的光源,在一遍或多遍中渲染每个对象。根据其设置和强度,正向渲染对灯光本身的处理方式也不同。 更多信息 参见 术语表路径中每个对象的光源限制。 |
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