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Unity | Best Practices: Mobile | 31
Reduce Geometric Complexity
Keep geometric complexity to a minimum. 50,000 static triangles per-eye per-view is a conservative target.
Verify model vert counts are mobile-friendly. Typically, assets from the Asset Store are high-fidelity and will need
tuning for mobile.
Unity Pro provides a built-in Level of Detail System (not available in Unity Free), allowing lower-resolution
meshes to be displayed when an object is viewed from a certain distance. For more information on how to set up
a LODGroup for a model, see the following: https://docs.unity3d.com/Documentation/Manual/LevelOfDetail.html
Verify your vertex shaders are mobile friendly. And, when using built-in shaders, favor the Mobile or Unlit version
of the shader.
Bake as much detail into the textures as possible to reduce the computation per vertex, for example, baked
bumpmapping as demonstrated in the Shadowgun project: https://docs.unity3d.com/430/Documentation/Manual/
iphone-PracticalRenderingOptimizations.html
Be mindful of GameObject counts when constructing your scenes. The more GameObjects and Renderers in the
scene, the more memory consumed and the longer it will take Unity to cull and render your scene.
Reduce Pixel Complexity and Overdraw
Pixel Complexity: Reduce per-pixel calculations by baking as much detail into the textures as possible. For
example, bake specular highlights into the texture to avoid having to compute the highlight in the fragment
shader.
Verify your fragment shaders are mobile friendly. And, when using built-in shaders, favor the Mobile or Unlit
version of the shader.
Overdraw: Objects in the Unity opaque queue are rendered in front to back order using depth-testing to minimize
overdraw. However, objects in the transparent queue are rendered in a back to front order without depth testing
and are subject to overdraw.
Avoid overlapping alpha-blended geometry (e.g., dense particle effects) and full-screen post processing effects.
Best Practices
Be Batch Friendly. Share materials and use a texture atlas when possible.
Prefer lightmapped, static geometry.
Prefer lightprobes instead of dynamic lighting for characters and moving objects.
Bake as much detail into the textures as possible. E.g., specular reflections, ambient occlusion.
Only render one view per eye. No shadow buffers, reflections, multi-camera setups, et cetera.
Keep the number of rendering passes to a minimum. No dynamic lighting, no post effects, don't resolve
buffers, don’t use grabpass in a shader, et cetera.
Avoid alpha tested / pixel discard transparency. Alpha-testing incurs a high performance overhead. Replace
with alpha-blended if possible.
Keep alpha blended transparency to a minimum.
Use Texture Compression. Favor ETC2.
Do not enable MSAA on the main framebuffer. MSAA may be enabled on the Eye Render Textures.
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