可以在材质更新上花费的毫秒数。
Material updates render albedo and emissive textures per system on the GPU, read them back and pass the buffers to Enlighten Realtime Global Illumination. This happens automatically for all the new systems when a scene is loaded. The timeslice amount limits how much time is spent on those steps on the main thread in each frame.
一次仅处理一个系统的材质更新,直到达到/超过时间片大小。粒度单位是一个系统,因此材质更新的时间可能超过时间片大小。
最小值:0。如果当前帧中有任何计划的材质更新,则只会处理一个系统。\
最大值:Int32.MaxValue。所有计划的材质更新将一次性得到处理。恢复了 2017.2 版之前的行为。\
默认值:8 毫秒。
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