This is an experimental setting which allows you to define a series of commands to control exactly how the Scene should be rendered (instead of using the default rendering pipeline used by Unity). For more information on this experimental feature, see the Scriptable Render Pipeline documentation on GitHub.
These properties control various rendering settings.
Configuración: | Descripción (Description): |
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Transparancy Sort Mode | Renderers in Unity are sorted by several criteria such as their layer number, or their distance from camera. Transparency Sort Mode adds the ability to order renderable objects by their distance along a specific axis. This is generally only useful in 2D development; for example, sorting Sprites by height or along the Y axis. |
Default | Sorts objects based on the Camera mode. |
Perspective | Sorts objects based on perspective view. |
Orthographic | Sorts objects based on orthographic view. |
Transparancy Sort Axis | Use this to set a custom Transparency Sort Mode. |
These settings allow you to make platform-specific adjustments to rendering and shader compilation, by tweaking builtin defines. For example, you can use this to enable Cascaded Shadows on high-tier iOS devices, but to disable them on low-tier devices to improve performance. Tiers are defined by Rendering.GraphicsTier.
Use these settings to specify which shader is used to do lighting pass calculations in each rendering path listed.
Shader: | Calculation: |
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Deferred | Used when using Deferred lighting, see [Camera: Rendering Path)(class-Camera) |
Deferred Reflection | Used when using Deferred reflection (ie reflection probes) along deferred lighting, see [Camera: Rendering Path)(class-Camera_) |
Screen Space shadows | Used when using screen space shadow. |
Legacy deferred | Used when using Legacy deferred lighting, see [Camera: Rendering Path)(class-Camera). |
Motion vectors | Used when using Legacy deferred lighting,. seem MeshRenderer::Motion Vectors. |
Configuración: | Descripción (Description): |
---|---|
Built-in shader (Valor predeterminado) | Utilice los shaders integrados de Unity para hacer el calculo. |
Custom shader | Utilice su propio shader compatible para que haga el cálculo. Esto le habilita a usted la personalización profunda de deferred rendering. |
No Support | Desactive este cálculo. Utilice este ajuste si usted no está utilizando deferred shading o lighting. Esto le ahorrará espacio en los archivos de datos del juego construido. |
Especifique una lista de Shaders que siempre se almacenarán junto con el proyecto, aunque nada en sus escenas los use realmente. Es importante agregar shaders usados por AssetBundles en streaming a esta lista para asegurarse de que se puede acceder a ello
Baje su tamaño de datos de construcción y mejore los tiempos de carga eliminando ciertos shaders involucrados con la iluminación y la niebla.
Configuración: | Descripción: |
---|---|
Automatic (Valor predeterminado) | Unity examina sus escenas y configuraciones de lightmapping para determinar qué modos de niebla y lightmapping no están en uso y omite las shader variants correspondientes. |
Manual | Especifique los modos que desea usar. Seleccione esta opción si está creando AssetBundles o cambiando los modos de niebla desde scripting en tiempo de ejecución para asegurarse de que se incluyen los modos que desea utilizar. |
Configuración: | Descripción: |
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Strip Unused (Default value) | When a project is built, Unity only includes instancing shader variants if at least one material referencing the shader has the “Enable instancing” checkbox ticked. Unity strips any shaders that are not referenced by materials with the “Enable instancing” checkbox ticked. |
Strip All | Strip all instancing shader variants, even if they are being used. |
Keep All | Keep all instancing shader variants, even if they are not being used. |
See GPU instancing for more information about Instancing variants.
Especifique una lista de los assets de la colección de shader variants para precargar mientras carga el juego. Consulte la página Optimización del tiempo de carga del shader para obtener más información.
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