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How to implement quality setting in Unity3D

2025-01-22 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Internet Technology >

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This article mainly introduces how to achieve Unity3D quality setting, has a certain reference value, interested friends can refer to, I hope you can learn a lot after reading this article, the following let the editor take you to understand it.

Unity can set the quality level of rendered images. In general, graphics quality can lead to a decrease in frame rate, so it is best not to use the highest graphics quality on mobile devices or older hardware, which can have a bad impact on the game. The graphics quality settings panel has two main areas (menu Edit- > Project Settings- > Quality). At the top of the panel, there is the following matrix:

You can set a name for a specific combination of quality options in unity. The row of the matrix, you can set the quality level used by different platforms. At the bottom of the matrix, the row named default is the default quality level for the platform (the green check box indicates the level currently selected by the platform). Unity has 6 preset quality levels, and you can use the buttons below the matrix to add custom levels. Unnecessary quality levels can be removed through the trash can icon (the rightmost column).

Click the name of the quality level, select Edit, and there is the following settings panel at the bottom of the matrix:

The following options can be set for the quality level:

Attribute: function: name (Name) is used to refer to the name of this quality level (Pixel Light Count) the maximum number of pixel lights when using forward rendering (Forward Rendering). Texture quality use this option to choose whether to display the texture at the maximum resolution or at a partial maximum resolution (the lower the resolution, the less processing overhead). Options include full resolution (Full Res), half resolution (Half Res), 1/4 resolution (Quarter Res), and 1/8 resolution (Eighth Res). Anisotropic texture (Anisotropic Textures) this determines whether and how anisotropic texture (anisotropic textures) will be used. Disabled do not use anisotropic textures (Anisotropic textures). Per-texture (Per Texture) anisotropic rendering is enabled separately for each texture. Forced On Anisotropic textures are always used.AntiAliasing the antialiasing (antialiasing) level that will be used by this setting. Options include 2x, 4x and 8x multipoint sampling. Should soft particles (Soft Particles) use soft blending for particles? Shadows (Shadows) this determines which type of shadows should be used hard shadows and soft shadows (Hard and Soft Shadows) both hard and soft shadows are rendered. Only hard shadows (Hard Shadows Only) only hard shadows (hard shadows) will be rendered. Disable shadows (Disable Shadows) No shadows are rendered. Shadow Resolution (Shadow resolution) Shadows can be rendered at several different resolutions: low (Low), medium (Medium), High (High), and very High (Very High). The higher the resolution, the greater the processing overhead. Shadow casting (Shadow Projection) there are two ways to cast shadows from a directional light source. Close Fit renders shadows with higher resolution, but these shadows sometimes wobble slightly if the camera moves. Stable fit (Stable Fit) renders shadows with lower resolution, and shadows do not wobble as the camera moves. Shadow cascading (Shadow Cascades) the number of shadow cascades (shadow cascades) can be set to zero, two, or four. The higher the number of cascades, the better the quality, but at the expense of processing overhead (see the directional Light Shadows (Directional Shadows) page for more details). Shadow distance (Shadow Distance) the maximum distance at which shadows can be seen from the camera. Shadows beyond this distance will not be rendered. Blend weight (Blend Weights) the number of bones that can affect a specified vertex during animation. The options available are one, two, or four bones. Vertical synchronization (VSync Count) rendering can be synchronized with the refresh rate of the display device to avoid "tearing" (see below). You can choose to synchronize with each vertical blanking (VBlank), synchronize with each vertical blanking bottom field (second vertical blank), or out of sync at all. LOD offset (LOD Bias) allows you to select the LOD level based on the size of an object on the screen. When the size is between two LOD levels, you can prefer a high-detail model or a low-detail model. This setting is set to a score between 0 and 1-the closer to zero, the lower the detail model. The highest LOD level (Maximum LOD Level) game will use the highest LOD. Please refer to the comments below for more information. Particle Ray casting Budget (Particle Raycast Budget) the maximum number of rays cast on the appropriate particle system collision (the quality level is medium (Medium) or low (Low). See Particle system collision Module. The image updates on the Tearing tearing display device are not continuous, but are updated periodically like Unity frames. However, the update of the Unity is not necessarily synchronized with the update of the display device, so it is possible that the Unity submitted a new frame of image while the display device still displayed the previous frame. This can lead to "tearing" in the changed screen position.

An example of tearing. The change can be clearly seen in the enlarged part of the picture.

You can ask Unity to submit a new frame image when the display device is not updated, which is called "vertical blank". The vertical synchronization option of the quality setting can synchronize the frame switch with the vertical white space of the device, or the vertical white space of all other devices. The latter can be used in situations where the game needs to update multiple devices to complete the rendering of a frame.

Anti-aliasing anti-aliasing

Anti-aliasing improves the display of polygon edges and appears smooth rather than aliased on the screen. Anti-aliasing consumes the performance and memory of the video card (not CPU performance). The level of anti-aliasing determines how smooth the edges of the polygon are. (it also determines how much video memory is consumed.)

Anti-aliasing is not turned on, and the edges of polygons are displayed as jagged.

Turn on 6x anti-aliasing, and the edges appear smooth.

Thank you for reading this article carefully. I hope the article "how to achieve Unity3D quality setting" shared by the editor will be helpful to everyone. At the same time, I also hope you will support us and pay attention to the industry information channel. More related knowledge is waiting for you to learn!

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