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插件名称:Impostors - Runtime Optimization | 插件官网:访问官网 | 版本: 1.0.5 | 解压密码:通用密码 |
Impostors - Runtime Optimization 系列索引
Impostors - Runtime Optimization 0.9.6 下载链接
Impostors - Runtime Optimization 1.0.1 下载链接
Impostors - Runtime Optimization 1.0.2 下载链接
Impostors - Runtime Optimization 1.0.3 下载链接
Impostors - Runtime Optimization 2.0.1 下载链接
Next generation of Imposter System asset with DOTS in mind.
When creating big worlds it's important to show users large-scale scenes with lots of objects in the background. That's a tough task that requires optimizing shaders, materials, meshes, and so on.
在创建大世界时,向用户展示背景中有大量物体的大规模场景是很重要的。这是一项艰巨的任务,需要优化着色器、材质、网格等等。
With the help of Impostors, you can greatly simplify this task!
Impostor - fake object(quad), that tries to look like its original object. It's very cheap to render but with a trade-off between performance and visual quality.
冒牌货--假的物体(quad),它试图看起来像它的原始物体。它的渲染成本很低,但要在性能和视觉质量之间做出权衡。
To be honest, we don't really need high visual quality at distance, because distant objects take tiny space on the screen. That's why there are techniques like LODs (Level Of Details).
说实话,我们并不真正需要远距离的高视觉质量,因为远处的物体在屏幕上只占很小的空间。这就是为什么有像LODs(Level Of Details)这样的技术。
Impostors expand this approach, and in some cases can completely replace it.
冒名顶替者扩展了这种方法,在某些情况下可以完全取代它。
Poping problem is really hard to solve because it's just the trade-off between performance and visual quality. But with Impostors we can solve the first two issues:
弹出问题真的很难解决,因为这只是性能和视觉质量之间的权衡。但是有了Impostors,我们可以解决前两个问题。
impostors don't require manually creating additional assets,
impostors don't increase build size,
in perfect scenarios impostors look exactly like the original objects.
冒牌货不需要手动创建额外的资产。冒名顶替者不会增加构建规模。在完美的情况下,冒名顶替者看起来与原始对象完全一样。
How impostors work
The concept of impostors is quite simple. We just take a photo of the object from a specific angle, and then show this photo instead of the original object. Whenever camera changes its position we need to regenerate the photo to represent object from a new angle.
冒名顶替者如何工作,冒牌货的概念很简单。我们只是从一个特定的角度拍摄物体的照片,然后显示这张照片而不是原始物体。每当相机改变位置时,我们需要重新生成照片,从新的角度表现物体。
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