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Unity組件:Quality Settings 質(zhì)量設(shè)置

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Unity allows you to set the level of graphical quality it will attempt to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it will have a detrimental effect on gameplay. The Quality Settings inspector (menu: Edit->Project Settings->Quality) is split into two main areas. At the top, there is the following matrix:-

nity可以設(shè)置渲染圖像的質(zhì)量級(jí)別。一般來說,圖形質(zhì)量會(huì)導(dǎo)致幀速率降低,因此最好不要在移動(dòng)設(shè)備或舊的硬件上使用最高圖形質(zhì)量,這會(huì)對游戲產(chǎn)生不好影響。圖形質(zhì)量設(shè)置面板有2個(gè)主要區(qū)域(菜單Edit->Project Settings->Quality)。在面板上方,有下列矩陣:

Unity lets you assign a name to a given combination of quality options for easy reference. The rows of the matrix let you choose which of the different platforms each quality level will apply to. The Default row at the bottom of the matrix is not a quality level in itself but rather sets the default quality level used for each platform (a green checkbox in a column denotes the level currently chosen for that platform). Unity comes with six quality levels pre-enabled but you can add your own levels using the button below the matrix. You can use the trashcan icon (the rightmost column) to delete an unwanted quality level.

你可以在unity中為特定的質(zhì)量選項(xiàng)組合設(shè)置一個(gè)名稱。矩陣的行,可以設(shè)置不同的平臺(tái)使用的質(zhì)量級(jí)別。在矩陣底部,名為default的行是平臺(tái)的默認(rèn)質(zhì)量級(jí)別(綠色復(fù)選框表示該平臺(tái)目前所選擇的級(jí)別)。Unity有6個(gè)預(yù)設(shè)的質(zhì)量級(jí)別,你可以使用矩陣下方的按鈕添加自定義的級(jí)別?梢酝ㄟ^垃圾桶圖標(biāo)(最右邊的列)刪除不必要的質(zhì)量級(jí)別。

You can click on the name of a quality level to select it for editing, which is done in the panel below the settings matrix:-

點(diǎn)擊質(zhì)量級(jí)別的名稱,選擇編輯,在矩陣下方有如下設(shè)置面板:

The quality options you can choose for a quality level are as follows:-

質(zhì)量級(jí)別可以設(shè)置的選項(xiàng)如下:

  • Name 名稱
    The name that will be used to refer to this quality level
    質(zhì)量級(jí)別的名稱
  • Pixel Light Count 像素?zé)魯?shù)量
    The maximum number of pixel lights when Forward Rendering is used.
    前向渲染使用的像素?zé)舻淖畲髷?shù)量
  • Texture Quality 紋理質(zhì)量
    This lets you choose whether to display textures at maximum resolution or at a fraction of this (lower resolution has less processing overhead). The options are Full Res, Half Res, Quarter Res and Eighth Res.
    你可以設(shè)置使用最大分辨率的紋理或者部分紋理(低分辨率紋理的處理開銷低)。選項(xiàng)有 完整分辨率,1/2分辨率,1/4分辨率,1/8分辨率。
  • Anisotropic Textures 各向異性紋理
    This enables if and how anisotropic textures will be used.
    設(shè)置是否使用各向異性紋理和使用方式。
  • Disabled 禁用
    Anisotropic textures are not used.
    禁用各向異性紋理
  • Per Texture 每紋理
    Anisotropic rendering will be enabled separately for each Texture.
    每張紋理都將使用各向異性渲染。
  • Forced On 強(qiáng)制開啟
    Anisotropic textures are always used.
    各向異性紋理一直啟用。
  • AntiAliasing 抗鋸齒
    This sets the level of antialiasing that will be used. The options are 2x, 4x and 8x multi-sampling.
    設(shè)置抗鋸齒級(jí)別。選項(xiàng)有??2倍,4倍和8倍采樣。
  • Soft Particles 軟粒子
    Should soft blending be used for particles?
    是否使用粒子軟融合。
  • Shadows 陰影
    This determines which type of shadows should be used
    設(shè)置陰影的類型
  • Hard and Soft Shadows
    軟硬陰影
    Both hard and soft shadows will be rendered.
    軟,硬陰影都將會(huì)被渲染
  • Hard Shadows Only 僅硬陰影
    Only hard shadows will be rendered. 僅渲染硬陰影
  • Disable Shadows 禁用陰影
    No shadows will be rendered. 不渲染陰影
  • Shadow resolution
    陰影分辨率
    Shadows can be rendered at several different resolutions: Low, Medium, High and Very High. The higher the resolution, the greater the processing overhead.
    陰影可以渲染為如下分辨率:低,中,高,極高。分辨率越高,處理開銷越大。
  • Shadow Projection
    陰影投射
    There are two different methods for projecting shadows from a directional light. Close Fit renders higher resolution shadows but they can sometimes wobble slightly if the camera moves. Stable Fit renders lower resolution shadows but they don't wobble with camera movements.
    平行光投射陰影有2種方式:Close Fit渲染較高分辨率的陰影,但是如果相機(jī)移動(dòng)時(shí),有時(shí)陰影會(huì)輕微擺動(dòng)。Stable Fit渲染的陰影分辨率較低,不過相機(jī)移動(dòng)時(shí)不會(huì)發(fā)生擺動(dòng)。
  • Shadow Cascades
    陰影層疊
    The number of shadow cascades can be set to zero, two or four. A higher number of cascades gives better quality but at the expense of processing overhead (see the Directional Shadows page for further details).
    陰影的層疊數(shù)可以設(shè)置為0。層疊數(shù)越高,陰影質(zhì)量越好,但是計(jì)算花費(fèi)也越大。(查看 方向陰影 頁面獲取更多細(xì)節(jié) )
  • Shadow Distance 陰影距離
    The maximum distance from camera at which shadows will be visible. Shadows that fall beyond this distance will not be rendered.
    相機(jī)的最大陰影可見距離。超出這個(gè)距離的陰影不會(huì)被渲染。
  • Blend Weights 融合權(quán)重
    The number of bones that can affect a given vertex during an animation. The available options are one, two or four bones.
    骨骼的數(shù)量會(huì)影響動(dòng)畫的頂點(diǎn)。選項(xiàng)有1,2,4個(gè)骨骼。
  • VSync Count 垂直同步計(jì)數(shù)
    Rendering can be synchronised with the refresh rate of the display device to avoid "tearing" artifacts (see below). You can choose to synchronise with every vertical blank (VBlank), every second vertical blank or not to synchronise at all.
    渲染可以與顯示設(shè)備的刷新率同步,以避免"撕裂"的現(xiàn)象(見下文)。你可以選擇同步每一個(gè)垂直空白(VBlank),每一秒的垂直空白或不同步。
  • LOD Bias
    LOD偏離
    LOD levels are chosen based on the onscreen size of an object. When the size is between two LOD levels, the choice can be biased toward the less detailed or more detailed of the two models available. This is set as a fraction from 0 to 1 - the closer it is to zero, the more the bias is toward the less detailed model.
    LOD級(jí)別基于物體在屏幕上的大小。當(dāng)物體大小在兩個(gè)LOD級(jí)別之間,可以選擇使用低細(xì)節(jié)模型或高細(xì)節(jié)模型。數(shù)值取值范圍為0-1,數(shù)值越接近0,越偏向于選擇低細(xì)節(jié)模型。
  • Maximum LOD Level
    最大LOD級(jí)別
    The highest LOD that will be used by the game. Models which have a LOD above this level will not be used and omitted from the build (which will save storage and memory space).
    游戲中使用的最高LOD級(jí)別。在該級(jí)別以上的模型不會(huì)被使用,并且在編譯時(shí)忽略。(這將節(jié)省存儲(chǔ)空間和內(nèi)存空間)。
Tearing 撕裂

The picture on the display device is not continuously updated but rather the updates happen at regular intervals much like frame updates in Unity. However, Unity's updates are not necessarily synchronised with those of the display, so it is possible for Unity to issue a new frame while the display is still rendering the previous one. This will result in a visual artifact called "tearing" at the position onscreen where the frame change occurs.

顯示設(shè)備上的圖像更新并不是連續(xù)的,而是類似Unity的幀一樣定期更新。然而,Unity的更新不一定與顯示設(shè)備的更新同步,所以有可能Unity提交了新的一幀圖像,而顯示設(shè)備仍顯示前一幀圖像。這會(huì)導(dǎo)致發(fā)生變化的屏幕位置出現(xiàn)"撕裂"的現(xiàn)象。


Simulated example of tearing. The shift in the picture is clearly visible in the magnified portion.

撕裂的示例。圖片的放大部分可以清楚看到變化。

It is possible to set Unity to switch frames only during the period where the display device is not updating, the so-called "vertical blank". The VSync option on the Quality Settings synchronises frame switches with the device's vertical blank or optionally with every other vertical blank. The latter may be useful if the game requires more than one device update to complete the rendering of a frame.

可以讓Unity在顯示設(shè)備不更新的時(shí)候提交新的幀圖像,這個(gè)時(shí)間段稱為"垂直空白"。 質(zhì)量設(shè)置的垂直同步選項(xiàng)可以同步幀切換和設(shè)備的垂直空白,或者是其他所有設(shè)備的垂直空白。后者可用于游戲需要更新多個(gè)設(shè)備以完成一幀的渲染的情況。

Anti-aliasing 抗鋸齒

Anti aliasing improves the appearance of polygon edges, so they are not "jagged", but smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory (there's no cost on the CPU though). The level of anti-aliasing determines how smooth polygon edges are (and how much video memory does it consume).

抗鋸齒可以改善多邊形邊的顯示效果,在屏幕上顯得平滑而不是鋸齒?逛忼X會(huì)占用顯卡的性能和顯存(不會(huì)占用CPU性能)?逛忼X的級(jí)別決定了多邊形的邊的平滑程度。(也決定了消耗顯存的多少)


Without anti-aliasing, polygon edges are "jagged".
未開啟抗鋸齒,多邊形的邊顯示為鋸齒狀。


With 6x anti-aliasing, polygon edges are smoothed out.
開啟6倍抗鋸齒,邊顯得平滑。

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