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Summary 总结
Realtime Shadows 实时阴影Realtime Shadows currently work on desktop & console platforms. On desktops, they generally need Shader Model 2.0 capable GPU. On Windows (Direct3D), the GPU also needs to support shadow mapping features; most discrete GPUs support that since 2003 and most integrated GPUs support that since 2007. Technically, on Direct3D 9 the GPU has to support D16/D24X8 or DF16/DF24 texture formats; and on OpenGL it has to support GL_ARB_depth_texture extension.
实时阴影目前可以工作在桌面和游戏机平台上。在桌面平台上,通常需要支持渲染模型2.0版(Shader Model 2.0)的显卡。在Windows(Direct3D)平台上,还需要显卡支持阴影贴图特性;大部分的2003年后的独立显卡和2007年后的集成显卡都支持这一特性。从技术上而言,对Direct3D,GPU需要支持D16/D24X8或者DF16/DF24的纹理格式;对OpenGL,显卡需要支持GL_ARB_depth_texture扩展。
Image Effects 图像效果Image Effects require render-to-texture functionality, which is generally supported on anything made in this millenium. However, all except the simplest effects require quite programmable pixel shaders, so for all practical purposes they require Shader Model 2.0 on desktop (discrete GPUs since 2003; integrated GPUs since 2005) and OpenGL ES 2.0 on mobile platforms.图像效果需要渲染到贴图的功能,这个世纪生产的任何显卡都支持此功能。但是,几乎所有的(除了最简单的)效果都需要可编程的像素着色器,因此实际上,在桌面平台上,它们需要渲染模型2.0版(Shader Model 2.0)(2003年后的独立显卡;2005年后的集成显卡);在移动平台上需要OpenGL ES 2.0。
Shaders 着色器In Unity, you can write fixed function or programmable shaders. Fixed function is supported everywhere except consoles (Xbox 360 & Playstation 3). Programmable shaders default to Shader Model 2.0 (desktop) and OpenGL ES 2.0 (mobile). On desktop platforms, it is possible to target Shader Model 1.1 for vertex shaders.在Unity中,你可以编写固定功能着色器或可编程着色器。所有的平台除了游戏机(Xbox 360 & Playstation 3)都支持固定功能着色器。默认的,可编程着色器需要渲染模型2.0版(Shader Model 2.0)(桌面平台上)和OpenGL ES 2.0(移动平台上)。在桌面平台上,对顶点着色器可以用渲染模型1.1版(Shader Model 1.1)。
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