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收集 Graphics 优化相关 - Early-Z, Alpha Test, AlphaBlending

Jave.Lin 发布时间:2020-04-15 00:24:41 ,浏览量:1

文章目录
  • Early-z/Z Pre-pass
  • Alpha Test & Alpha Blending
  • Post Processing
  • Debug
    • RenderDoc
    • Visual Studio Graphic Debugger
    • PIX
    • Intel GPA

  • Unity移动端性能优化
Early-z/Z Pre-pass
  • PowerVR+Performance+Recommendations.The+Golden+Rules.pdf PowerVR 系列CPU的性能建议,黄金规则

    • 如果打不开,就在这打开:链接: https://pan.baidu.com/s/1VcIqBHXnjp66JldbdchwEA 提取码: q8wu
    • PowerVR 结构的就没必要Early-depth/z ,因为这个结构的GPU在Rasterization就有深度剔除优化
    • 所以Early-depth/z并不适合每一个GPU。
    • 这个文档里有说明:
      • On graphics hardware that employs a deferred rendering architecture such as PowerVR, an application should not perform a depth pre-pass as there is no performance benefit. Performing this operation would be a waste of clock cycles and memory bandwidth. This is because the hardware will detect and remove occluded (opaque) geometry from the pipeline automatically during rasterization, before fragment processing begins.

    • SIGGRAPH 2004 – Real-Time Shading Course ShadingCourse2004_EarlyZ.pdf
  • Early Z Rejection

  • Explicit Early-Z Culling and Dynamic Flow Control on Graphics Hardware

  • Unity Shader-渲染队列,ZTest,ZWrite,Early-Z

  • 虚幻4渲染编程(Shader篇)【第十四卷:PreZ And EarlyZ In UE4】

Alpha Test & Alpha Blending
  • 【Unity Shaders】Alpha Test和Alpha Blending
  • alpha test performance
  • why the alphablend is a better choice than alphatest to implement transparent on mobile device?
Post Processing

用三角形代替四边形-后处理优化

Debug RenderDoc
  • Github
  • Builds
  • windowsx64: 1.7: 上面链接慢的话,可以在下面的百度网盘下载
    • RenderDoc_1.7_64.msi dbrq
    • renderdoc.chm a9bt
  • unity RenderDoc Integration
Visual Studio Graphic Debugger
  • VSGD in unity
PIX Intel GPA

Continued updateing…

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