ref : https://docs.unity3d.com/Manual/SL-ShaderLOD.html
Shader Level of Detail (LOD) works by only using shaders or subshaders that have their LOD value less than a given number.
By default, allowed LOD level is infinite, that is, all shaders that are supported by the user’s hardware can be used. However, in some cases you might want to drop shader details, even if the hardware can support them. For example, some cheap graphics cards might support all the features, but are too slow to use them. So you may want to not use parallax normal mapping on them.
Shader LOD can be either set per individual shader (using Shader.maximumLOD), or globally for all shaders (using Shader.globalMaximumLOD).
In your custom shaders, use LOD command to set up LOD value for any subshader.
Built-in shaders in Unity have their LODs set up this way:
- VertexLit kind of shaders = 100
- Decal, Reflective VertexLit = 150
- Diffuse = 200
- Diffuse Detail, Reflective Bumped Unlit, Reflective Bumped VertexLit = 250
- Bumped, Specular = 300
- Bumped Specular = 400
- Parallax = 500
- Parallax Specular = 600
本文介绍了Unity中Shader Level of Detail (LOD) 的工作原理及应用。通过限制使用特定LOD值以下的着色器或子着色器,可以在不牺牲性能的情况下降低图形质量。文章还列举了Unity内置着色器的不同LOD设置。
3231

被折叠的 条评论
为什么被折叠?



