Original: http://game.ceeger.com/Components/class-QualitySettings.html
Unity can set the quality level of the rendered image. In general, graphics quality leads to reduced frame rates, so it's best not to use the highest graphics quality on mobile devices or older hardware, which can have a bad impact on your game. The Graphics Quality settings Panel has 2 main areas (menu Edit->project settings->quality). Above the panel, there are the following matrices:
You can set a name for a specific combination of quality options in unity. The line of the matrix can be set by the quality level used by different platforms. At the bottom of the matrix, a row named default is the default quality level for the platform (the Green check box indicates the level currently selected by the platform). Unity has 6 preset quality levels, and you can use the buttons below the matrix to add custom levels. Unnecessary quality levels can be removed from the Trash icon (rightmost column).
Click the name of the quality level, select Edit, below the matrix there are the following settings panel:
The following options can be set for the quality level:
Properties: |
Features: |
Names (name) |
Used to refer to the name of the quality class |
Number of pixel lights (Pixel light count) |
The maximum number of pixel lights when using forward rendering (Forward Rendering). |
Texture Quality |
Use this option to choose whether to display textures at the maximum resolution or at a partial maximum resolution (the lower the resolution, the less processing overhead). Options include full res, half resolution (half res), One-fourth Resolution (Quarter Res), and One-eighth resolution (eighth RES). |
Anisotropic textures (Anisotropic textures) |
This determines whether and how anisotropic textures will be used (anisotropic textures). |
is disabled |
Anisotropic textures are not used (Anisotropic textures). |
Textured (Per Texture) |
Anisotropic rendering is enabled individually for each texture. |
Normally open (forced on) |
Anisotropic textures is always used. |
antialiasing |
This setting will use the anti-aliasing (antialiasing) level. Options include twice times, 4 times times, and 8x multi-point sampling. |
Soft particles (Soft particles) |
Whether a soft mix should be used for particles. |
Shadow (Shadows) |
This determines which type of shadow should be used |
Hard and Soft Shadows (Soft Shadows) |
Both hard and soft shadows will be rendered. |
Hard shadow only (hardened Shadows only) |
Only Hard Shadows (shadows) will be rendered. |
Disable Shadows (Disable Shadows) |
No shadows will be rendered. |
Shadow resolution (Shadow resolution) |
Shadows can be rendered at several different resolutions: Low, Medium (Medium), tall (high), and very high (Very). The higher the resolution, the greater the processing overhead. |
Shadow projection (Shadow Projection) |
There are two ways to cast shadows from a parallel light source. Tight fit (close fit) renders a higher-resolution shadow, but if the camera moves, the shadows sometimes shake slightly. The stabilize mate (Stable fit) renders shadows with lower resolution, and shadows do not wobble as the camera moves. |
Shadow Cascade (Shadow Cascades) |
The number of Shadow Cascade (Shadow Cascades) can be set to 0 or two or four. The higher the number of stacks, the better the quality, but this is at the expense of processing costs (see the Directional Shadows page for more details). |
Shadow Distance (Shadow Distance) |
The maximum distance from the shadow can be seen from the camera. Shadows beyond this distance will not be rendered. |
Blend weights (blend Weights) |
The number of bones that can affect a specified vertex during an animation. The available options are one or two or four bones. |
Number of vertical synchronizations (VSync count) |
Rendering can be synchronized with the refresh rate of the display device to avoid a "tearing" phenomenon (see below). You can choose to synchronize with each vertical blanking (Vblank), synchronizing with each vertical blanking bottom field (second vertical blank) or not at all. |
Lod offset (LOD Bias) |
The LOD level can be selected based on the size of an object on the screen. When the size is between two LOD levels, you can prefer a high-detail model or a low-detail model. This entry is set to a fraction between 0 and 1-the closer to the 0, the more biased the lower detail model. |
Highest LOD (Maximum LOD level) |
The highest LOD that the game will use. Please refer to the note below for more information. |
Particle ray projection Budget (particle Raycast Budget) |
The maximum number of light projections that are used to collide with the appropriate particle system (the mass level is medium (Medium) or low. See Particle system Collision module. |
Tearing tear
image updates on the display device are not sequential, but are regularly updated like unity frames. However, unity updates are not necessarily synchronized with the display device updates, so it is possible that unity submits a new frame of image, while the display device still displays the previous frame image. This causes a "tear" to occur on the screen where the change occurs.
tearing example. The enlarged part of the picture can clearly see the change.
You can allow unity to submit a new frame image when the display device is not updated, which is called "vertical whitespace." The vertical sync option for quality settings can synchronize frame transitions and device vertical whitespace, or vertical whitespace for all other devices. The latter can be used in situations where the game needs to update multiple devices to complete a frame of rendering.
anti-aliasing anti-aliasing
Antialiasing improves the appearance of polygon edges and appears smooth rather than jagged on the screen. Antialiasing consumes the performance and memory of the graphics card (CPU performance is not consumed). The level of antialiasing determines how smooth the edges of the polygon are. (also determines how much memory is consumed)
Anti-aliasing is not turned on, and the edges of the polygons are displayed in jagged shape.
Turn on 6 times-fold anti-aliasing, and the edges appear smooth.
--rocky