Forward+ 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 允许您避免 前向渲染一种渲染路径,它根据影响对象的光线以一次或多次传递渲染每个对象。灯光本身也会根据其设置和强度在前向渲染中以不同的方式处理。更多信息
参见术语表 路径的每个对象限制。
与前向渲染路径相比,Forward+ 渲染路径具有以下优势
对影响游戏对象的灯光数量没有每个对象的限制,每个摄像机的限制仍然适用。
此实现允许您在超过 8 个灯光影响网格时避免拆分大型网格。
混合超过 2 个 反射探针一种渲染组件,它以所有方向捕获其周围环境的球形视图,有点像摄像机。然后捕获的图像被存储为立方体贴图,可以由具有反射材质的对象使用。更多信息
参见术语表。
在使用 Unity 实体组件系统 (ECS) 时支持多个灯光。
使用过程绘制具有更大的灵活性。
与前向渲染路径相比,Forward+ 渲染路径没有任何限制。
有关更多信息,还可以查看:渲染路径比较。
当您将渲染路径设置为 Forward+ 时,Unity 会忽略 URP 资源灯光部分中以下属性的值:* 主光源。对于 Forward+,此属性的值为每个 像素计算机图像中最小的单位。像素大小取决于您的屏幕分辨率。像素灯光是在每个屏幕像素处计算的。更多信息
参见术语表,无论您选择什么值。
附加光源。对于 Forward+,此属性的值为每个像素,无论您选择什么值。
附加光源 > 每个对象限制。Unity 会忽略此属性。
反射探针 > 探针混合。反射探针混合始终开启。
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