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Unity allows you to set the level of graphical quality it will attempt to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it will have a detrimental effect on gameplay. TheQuality Settings inspector (menu: Edit->Project Settings->Quality) is split into two main areas. At the top, there is the following matrix:-
nity可以設定渲染映像的品質層級。一般來說,圖形品質會導致畫面播放速率降低,因此最好不要在行動裝置或舊的硬體上使用最高圖形品質,這會對遊戲產生不好影響。圖形品質設定面板有2個主要區域(菜單Edit->Project Settings->Quality)。在面板上方,有下列矩陣:
Unity lets you assign a name to a given combination of quality options for easy reference. The rows of the matrix let you choose which of the different platforms each quality level will apply to. The Default row at the bottom of the matrix is not a quality level in itself but rather sets the default quality level used for each platform (a green checkbox in a column denotes the level currently chosen for that platform). Unity comes with six quality levels pre-enabled but you can add your own levels using the button below the matrix. You can use the trashcan icon (the rightmost column) to delete an unwanted quality level.
你可以在unity中為特定的品質選項組合設定一個名稱。矩陣的行,可以設定不同的平台使用的品質層級。在矩陣底部,名為default的行是平台的預設品質層級(綠色複選框表示該平台目前所選擇的層級)。Unity有6個預設的品質層級,你可以使用矩陣下方的按鈕添加自訂的層級。可以通過垃圾桶表徵圖(最右邊的列)刪除不必要的品質層級。
You can click on the name of a quality level to select it for editing, which is done in the panel below the settings matrix:-
點擊品質層級的名稱,選擇編輯,在矩陣下方有如下設定面板:
The quality options you can choose for a quality level are as follows:-
品質層級可以設定的選項如下:
- Name 名稱The name that will be used to refer to this quality level
品質層級的名稱
- Pixel Light Count 像素燈數量The maximum number of pixel lights when Forward Rendering is used.
前向渲染使用的像素燈的最大數量
- Texture Quality 紋理品質This lets you choose whether to display textures at maximum resolution or at a fraction of this (lower resolution has less processing overhead). The options are Full Res, Half Res, Quarter Res and Eighth Res.
你可以設定使用最大解析度的紋理或者部分紋理(低解析度紋理的處理開銷低)。選項有 完整解析度,1/2解析度,1/4解析度,1/8解析度。
- Anisotropic Textures 各向異性紋理This enables if and how anisotropic textures will be used.
設定是否使用各向異性紋理和使用方式。
- Disabled 禁用Anisotropic textures are not used.
禁用各向異性紋理
- Per Texture 每紋理Anisotropic rendering will be enabled separately for each Texture.
每張紋理都將使用各向異性渲染。
- Forced On 強制開啟Anisotropic textures are always used.
各向異性紋理一直啟用。
- AntiAliasing 消除鋸齒This sets the level of antialiasing that will be used. The options are 2x, 4x and 8x multi-sampling.
設定消除鋸齒層級。選項有??2倍,4倍和8倍採樣。
- Soft Particles 軟粒子Should soft blending be used for particles?
是否使用粒子軟融合。
- Shadows 陰影This determines which type of shadows should be used
設定陰影的類型
- Hard and Soft Shadows
軟硬陰影Both hard and soft shadows will be rendered.
軟,硬陰影都將會被渲染
- Hard Shadows Only 僅硬陰影Only hard shadows will be rendered. 僅渲染硬陰影
- Disable Shadows 禁用陰影No shadows will be rendered. 不渲染陰影
- Shadow resolution
陰影解析度Shadows can be rendered at several different resolutions: Low, Medium, High and Very High. The higher the resolution, the greater the processing overhead.
陰影可以渲染為如下解析度:低,中,高,極高。解析度越高,處理開銷越大。
- Shadow Projection
陰影投射There are two different methods for projecting shadows from a directional light. Close Fit renders higher resolution shadows but they can sometimes wobble slightly if the camera moves. Stable Fit renders lower resolution shadows but they don‘t wobble with camera movements.
平行光投射陰影有2種方式:Close Fit渲染較高解析度的陰影,但是如果相機移動時,有時陰影會輕微擺動。Stable Fit渲染的陰影解析度較低,不過相機移動時不會發生擺動。
- Shadow Cascades
陰影層疊The number of shadow cascades can be set to zero, two or four. A higher number of cascades gives better quality but at the expense of processing overhead (see the Directional Shadows page for further details).
陰影的層疊數可以設定為0。層疊數越高,陰影品質越好,但是計算花費也越大。(查看 方向陰影 頁面擷取更多細節 )
- Shadow Distance 陰影距離The maximum distance from camera at which shadows will be visible. Shadows that fall beyond this distance will not be rendered.
相機的最大陰影可見距離。超出這個距離的陰影不會被渲染。
- Blend Weights 融合權重The number of bones that can affect a given vertex during an animation. The available options are one, two or four bones.
骨骼的數量會影響動畫的頂點。選項有1,2,4個骨骼。
- VSync Count 垂直同步計數Rendering can be synchronised with the refresh rate of the display device to avoid "tearing" artifacts (see below). You can choose to synchronise with every vertical blank (VBlank), every second vertical blank or not to synchronise at all.
渲染可以與顯示裝置的重新整理率同步,以避免"撕裂"的現象(見下文)。你可以選擇同步每一個垂直空白(VBlank),每一秒的垂直空白或不同步。
- LOD Bias
LOD偏離LOD levels are chosen based on the onscreen size of an object. When the size is between two LOD levels, the choice can be biased toward the less detailed or more detailed of the two models available. This is set as a fraction from 0 to 1 - the closer it is to zero, the more the bias is toward the less detailed model.
LOD層級基於物體在螢幕上的大小。當物體大小在兩個LOD層級之間,可以選擇使用低細節模型或高細節模型。數值取值範圍為0-1,數值越接近0,越偏向於選擇低細節模型。
- Maximum LOD Level
最大LOD層級The highest LOD that will be used by the game. Models which have a LOD above this level will not be used and omitted from the build (which will save storage and memory space).
遊戲中使用的最高LOD層級。在該層級以上的模型不會被使用,並且在編譯時間忽略。(這將節省儲存空間和記憶體空間)。
Tearing 撕裂
The picture on the display device is not continuously updated but rather the updates happen at regular intervals much like frame updates in Unity. However, Unity‘s updates are not necessarily synchronised with those of the display, so it is possible for Unity to issue a new frame while the display is still rendering the previous one. This will result in a visual artifact called "tearing" at the position onscreen where the frame change occurs.
顯示裝置上的映像更新並不是連續的,而是類似Unity的幀一樣定期更新。然而,Unity的更新不一定與顯示裝置的更新同步,所以有可能Unity提交了新的一幀映像,而顯示裝置仍顯示前一幀映像。這會導致發生變化的螢幕位置出現"撕裂"的現象。
Simulated example of tearing. The shift in the picture is clearly visible in the magnified portion.
撕裂的樣本。圖片的放大部分可以清楚看到變化。
It is possible to set Unity to switch frames only during the period where the display device is not updating, the so-called "vertical blank". The VSync option on the Quality Settings synchronises frame switches with the device‘s vertical blank or optionally with every other vertical blank. The latter may be useful if the game requires more than one device update to complete the rendering of a frame.
可以讓Unity在顯示裝置不更新的時候提交新的幀映像,這個時間段稱為"垂直空白"。 品質設定的垂直同步選項可以同步幀切換和裝置的垂直空白,或者是其他所有裝置的垂直空白。後者可用於遊戲需要更新多個裝置以完成一幀的渲染的情況。
Anti-aliasing 消除鋸齒
Anti aliasing improves the appearance of polygon edges, so they are not "jagged", but smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory (there‘s no cost on the CPU though). The level of anti-aliasing determines how smooth polygon edges are (and how much video memory does it consume).
消除鋸齒可以改善多邊形邊的顯示效果,在螢幕上顯得平滑而不是鋸齒。消除鋸齒會佔用顯卡的效能和顯存(不會佔用CPU效能)。消除鋸齒的層級決定了多邊形的邊的平滑程度。(也決定了消耗顯存的多少)
Without anti-aliasing, polygon edges are "jagged".
未開啟消除鋸齒,多邊形的邊顯示為鋸齒狀。
With 6x anti-aliasing, polygon edges are smoothed out.
開啟6倍消除鋸齒,邊顯得平滑。
unity 品質設定 Quality Settings