如何在渲染期间对对象进行排序。
在绘制对象之前,通过使用并组合以下标志,控制 Unity 对对象进行排序的方式。
基本标志包括:
- SortingLayer、
- RenderQueue、
- BackToFront、
- QuantizedFrontToBack、
- OptimizeStateChanges、
- CanvasOrder。
组合使用多个标志时,系统按上述顺序应用标志。
为方便起见,我们提供了一些常用的排序组合。对于不透明对象,请使用 CommonOpaque。这种标志组合包括有关减少绘制状态更改次数的优化,并大致从前到后绘制,以减少在相同像素上绘制的次数。对于透明对象,请使用 CommonTransparent,这需要在绘制对象之前从后到前对其进行排序,以便所有对象都会显示。
另请参阅:DrawingSettings.sorting、ScriptableRenderContext.DrawRenderers。
None | 不对对象进行排序。 |
SortingLayer | 按渲染器排序图层排序。 |
RenderQueue | 按材质渲染队列排序。 |
BackToFront | 从后到前对对象进行排序。 |
QuantizedFrontToBack | 在大致从前到后的存储桶中对对象进行排序。 |
OptimizeStateChanges | 对对象进行排序,以减少绘制状态更改的次数。 |
CanvasOrder | 根据画布顺序对渲染器进行排序。 |
RendererPriority | 按渲染器优先级对对象排序。 |
CommonOpaque | 不透明对象的典型排序。 |
CommonTransparent | 透明对象的典型排序。 |
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