![]() ![]() The higher the resolution of a cubemap, the greater its rendering time will be. The following issues affect both offline baking and runtime performance. Below are some tips for keeping the performance impact of reflection probes to a minimum. The time taken to render the probes affects the baking workflow in the editor and, more importantly, runtime performance of the player. The various mipmap levels of the cubemap must undergo a blurring process to allow for glossy reflections. The probes will need to be rendered a separate time for each reflection bounce level (see documentation on Advanced Reflection Probes for further details). More info See in Glossary” at the probe’s origin. The output is either drawn to the screen or captured as a texture. More info See in Glossary takes a significant amount of processor time for a number of reasons:Įach of the six cubemap faces must be rendered separately using a “ camera A component which creates an image of a particular viewpoint in your scene. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info See in Glossary’s cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. Rendering a reflection probe A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. ![]()
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