![]() ![]() More info See in Glossary, and set the material’s shader to Particles/Standard Surface. ![]() To use it, you must create your own new material An asset that defines how a surface should be rendered. ![]() The particle shader that supports GPU instancing is called Particles/Standard Surface. Unity comes with a built-in particle shader that supports GPU instancing, but the default particle material does not use it, so you must change this to use GPU instancing. The option to enable Particle System GPU instancing in the Renderer module To enable GPU instancing for a particle system, you must enable the Enable GPU Instancing checkbox in the Renderer module of your particle system. Run your project on a platform that supports GPU instancing More info See in Glossary for the renderer material that supports GPU Instancing Use a shader A program that runs on the GPU. Set your Particle System’s renderer mode to Mesh To be able to use GPU instancing with your particle systems: More info See in Glossary particles (as opposed to the default rendering mode of rendering billboard A textured 2D object that rotates so that it always faces the Camera. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. More info See in Glossary to render Mesh The main graphics primitive of Unity. You can use it if you want your particle system A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. GPU instancing offers a large performance boost compared with CPU rendering. ![]()
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