此枚举描述了当 GPU 完成渲染到渲染目标时应该执行的操作。
当 GPU 完成渲染到渲染目标时,此设置指定应对渲染结果执行的操作。基于图块的 GPU 如果存储操作为 DontCare,可能会获得性能优势。例如,如果在渲染帧后不需要深度缓冲区内容,则此设置很有用。
请注意,并非所有平台都具有加载/存储操作,因此此设置在运行时可能会被忽略。通常,面向移动设备的图形 API(OpenGL ES、Metal)会利用这些设置。
如果您使用 RenderBufferLoadAction.DontCare
,渲染可能会失败或产生伪像,因为深度纹理中未定义的像素会导致深度测试失败。您可以使用 LoadStoreActionDebugModeSettings 来突出显示未定义的像素。
存储 | 需要将 RenderBuffer 内容存储到 RAM。如果表面启用了 MSAA,则会存储未解析的表面。 |
解析 | 解析 MSAA 表面。 |
StoreAndResolve | 解析 MSAA 表面,但也存储多采样版本。 |
DontCare | 不需要 RenderBuffer 的内容,可以将其丢弃。基于图块的 GPU 将完全跳过写入表面内容,从而提高性能。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.