最美情侣中文字幕电影,在线麻豆精品传媒,在线网站高清黄,久久黄色视频

歡迎光臨散文網(wǎng) 會員登陸 & 注冊

合批(Batching)的限制與失敗原因匯總

2022-06-21 15:18 作者:Metaverse大衍神君  | 我要投稿

Static Batching的限制

  • 額外的內(nèi)存開銷

  • 64000個頂點限制

  • 影響Culling剔除

Dynamic Batching的限制

  • 合批不超過900個頂點屬性,(注意不是900個頂點)

  • 除了渲染陰影對象外,相同材質(zhì),不同材質(zhì)實例也不能合并

  • 具有光照貼圖的游戲?qū)ο笕绻懈郊愉秩酒鲄?shù)時,如果需要動態(tài)合批這些對象,他們必須指向相同的光照貼圖位置。

  • 有多Shader Pass的游戲?qū)ο鬅o法做動態(tài)合批

  • 受多個光照影響的游戲?qū)ο?,滿足動態(tài)合批條件合批后,只會受一個光源的影響

  • 延遲渲染下不支持動態(tài)合批

  • CPU開銷可能會增大,需要測試開啟使用

GPU Instancing的限制

  • 圖形API版本要求

  • 與SRPBatcher不兼容

  • 不同繪制API的參數(shù)與繪制個數(shù)不同

  • 渲染頂點數(shù)較少的網(wǎng)格時,效率可能會較差。(測試使用)

SRP?Batching的限制

  • 圖形API版本要求

  • 必須是SRP渲染管線

  • 粒子對象不能合批

  • 使用MaterialPropertyBlocks的游戲?qū)ο蟛荒芎吓?/p>

  • Shader必須是compatible的

Batching 失敗信息與原因匯總

  1. “An object is affected by multiple forward lights.” 此物體受到多個前向燈光的影

  2. “Objects have different materials.” 此物體有不同的材質(zhì)

  3. “An object is using a multi-pass shader.” 此物體使用了多pass著色器

  4. “An object has odd negative scaling.”?此物體Trasform的Scale使用了負(fù)數(shù)

  5. Either objects have different \Receive Shadows\ settings, or some objects are within the shadow distance, while some other objects are not.?此物體接收陰影的設(shè)置不同,或者物體有不同的的陰影距離設(shè)置

  6. “Objects are affected by different forward lights.”?此物體受到不同的前向燈光影響

  7. “Objects are on different lighting layers.” 物體在不同的Lighting Layer上

  8. “Objects have different \”Cast Shadows\“ settings.”? 此物體有不同的投影體設(shè)置

  9. “Objects either have different shadow caster shaders, or have different shader properties / keywords that affect the output of the shadow caster pass.”?此物體有不同的投影著色器設(shè)置或者有不同的著色器屬性或者關(guān)鍵字影響Shadow Caster Pass的輸出

  10. The shader explicitly disables batching with the \DisableBatching\ tag.?著色器中顯式設(shè)置了DisableBatching的標(biāo)記

  11. “Objects have different MaterialPropertyBlock set.”? 此物體有不同的MaterialPropertyBlock集合

  12. “Non-instanced properties set for instanced shader.”? Instanced的著色器有非instanced屬性集

  13. “Objects are lightmapped.”? 物體使用了不同的LightMap或者雖然使用相同的LightMap但使用的UV不同

  14. “Objects are affected by different light probes.”? 此物體受到不同的光照探針影響

  15. Objects are shadowed by baked occlusions and have different occlusion factors.??此物體烘焙了遮擋,并且設(shè)置了不同的遮擋因子

  16. “Objects are affected by different reflection probes.”??此物體受到不同的反射探針影響

  17. “Rendering different meshes or submeshes with GPU instancing.”?使用GPU實例化渲染不同的網(wǎng)格或子網(wǎng)格

  18. “Objects have different batching-static settings.”?此物體有不同的靜態(tài)合批設(shè)置

  19. “Objects belong to different static batches.”?此物體歸屬不同的Static Batches

  20. "Dynamic Batching is turned off in the Player Settings or is disabled temporarily in the current context to avoid z-fighting.” 在Player Settings中關(guān)閉了動態(tài)合批,或者在當(dāng)前的環(huán)境中為了避免深度沖突而臨時關(guān)閉了合批

  21. “There are too many indices (more than 32k) in a dynamic batch.” 動態(tài)合批中有太多的索引(大于32k)

  22. “A mesh renderer has additional vertex streams. Dynamic batching doesn‘t support such mesh renderers.” Mesh Renderer具有其他頂點流。動態(tài)批處理不支持此類網(wǎng)格渲染器。

  23. “A submesh we are trying to dynamic-batch has more than 300 vertices.”?動態(tài)合批超過300個頂點

  24. “A submesh we are trying to dynamic-batch has more than 900 vertex attributes.” 動態(tài)合批超過900個頂點屬性

  25. This is the first draw call of a new shadow cascade.”?新陰影級聯(lián)的第一次繪制調(diào)用

  26. “The material doesn‘t have GPU instancing enabled.”? 材質(zhì)未啟用GPU Instancing功能

  27. “Objects are rendered using different rendering functions. This can happen if the type of renderer is different (eg Mesh/Skinned Mesh) or when using different settings within the same renderer, such as Sprite Masking.”? 使用不同的渲染。如果渲染器的類型不同(例如網(wǎng)格/蒙皮網(wǎng)格),或者在同一渲染器中使用不同的設(shè)置(例如精靈遮罩),則可能會發(fā)生這種情況。

  28. “Objects have different batching keys. This is usually caused by using different vertex streams on Particle Systems, or by mixing Lines and Trails, or by mixing lit and unlit geometry.” 此對象具有不同的Batching Keys。 這通常是由于在粒子系統(tǒng)上使用不同的頂點流,或混合線和軌跡,或混合Lit和Unlit的幾何體造成的。"

  29. Mesh uses 32 bit index buffer.?Mesh使用了32位的索引緩沖

  30. “Submesh has non-zero base vertex.”? 子網(wǎng)格對象有非0的基礎(chǔ)頂點, submesh.BaseVertexLocation != 0

  31. “The previous instanced draw call has reached its maximum instance count.”?先前的InstanceDrawCall已經(jīng)達(dá)到了Instance的最大數(shù)量

  32. “Motion Vector rendering doesn‘t support batching.”?Motion Vector的渲染不支持Batching

  33. “When using late latching, children of an XR late latched GameObject do not use batching.” 使用late latching時,XR late latched GameObject的子級不能合批

  34. Objects have different bounds and bounds instancing is disabled.”?對象具有不同的包裹體,那么包裹體實例化被禁用

  35. “SRP: Node have different shaders.” 節(jié)點具有不同的著色器

  36. “SRP: Node use multi-pass shader” 節(jié)點使用了多Pass著色器

  37. “SRP: Node use different shader keywords” 節(jié)點使用了不同的著色器關(guān)鍵字

  38. “SRP: End of the batch flush”?Batch Flush結(jié)束

  39. “SRP: Node is not compatible with SRP batcher” 節(jié)點與SRP Batcher不兼容

  40. “SRP: Node material requires device state change” 節(jié)點材質(zhì)需要改變渲染設(shè)備狀態(tài) ?

  41. “SRP: First call from ScriptableRenderLoopJob” ScriptableRenderLoopJob第一次調(diào)用

  42. SRP: This material has custom buffer override”?材質(zhì)有自定義重寫的Buffer,



合批(Batching)的限制與失敗原因匯總的評論 (共 條)

分享到微博請遵守國家法律
于都县| 启东市| 资中县| 石嘴山市| 中阳县| 黄平县| 浪卡子县| 玉树县| 宁德市| 淮南市| 固始县| 丹江口市| 绥宁县| 东阳市| 汾阳市| 仪陇县| 东莞市| 潢川县| 九江市| 商都县| 循化| 博乐市| 威宁| 墨竹工卡县| 探索| 璧山县| 瑞安市| 司法| 班戈县| 南丰县| 博乐市| 池州市| 河北省| 南溪县| 安远县| 府谷县| 望江县| 晋宁县| 桦甸市| 贺州市| 深泽县|