- 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
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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:
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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.
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- SIGGRAPH 2004 – Real-Time Shading Course ShadingCourse2004_EarlyZ.pdf
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Early Z Rejection
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Explicit Early-Z Culling and Dynamic Flow Control on Graphics Hardware
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Unity Shader-渲染队列,ZTest,ZWrite,Early-Z
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虚幻4渲染编程(Shader篇)【第十四卷:PreZ And EarlyZ In UE4】
- 【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?
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
- VSGD in unity
Continued updateing…