指定是否应将蒙皮运动矢量用于此渲染器。
如果设置为 true,则 SkinnedMeshRenderer 使用当前帧和上一帧中的蒙皮数据生成矢量,以计算每像素对象移动。这意味着运动矢量缓冲区捕获小对象移动。(例如,角色移动手臂。)
蒙皮运动矢量对动画角色非常重要。但是,蒙皮运动矢量有开销;每个蒙皮网格均需要两倍的内存,因为 GPU 上的图形内存变为双缓冲(一个缓冲区用于当前帧,一个缓冲区用于前一帧)。这些缓冲区跟踪帧之间的运动;速度为当前帧的位置减去上一帧的位置。
另请参阅:DepthTextureMode.MotionVectors、Renderer.motionVectorGenerationMode、PassType.MotionVectors、SystemInfo.supportsMotionVectors。
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.