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屏幕空間環(huán)境遮擋技術(SSAO)作為一種圖像的后處理特效來實時模擬場景的環(huán)境遮擋效果。 As with the other image effects, this effect is only available in Unity Pro and you must have the Pro Standard Assets installed before it becomes available. 和其他圖像特效一樣,該特效只能在Unity Pro上進行使用,并且在使用之前必須安裝Pro Standard Assets。
Properties 屬性
Details 細節(jié)SSAO approximates ambient occlusion using an image processing effect. Its cost depends purely on screen resolution and SSAO parameters and does not depend on scene complexity as true AO would. However, the approximation tends to introduce artifacts. For example, objects that are outside of the screen do not contribute to occlusion and the amount of occlusion is dependent on viewing angle and camera position. SSAO技術使用圖像處理特效來模擬環(huán)境遮擋的效果。它的計算開銷完全取決于屏幕分辨率和SSAO的系數(shù),而與場景復雜度和真實的環(huán)境遮擋無關。但是,這種模擬也會引入一些瑕疵。比如,屏幕之外的物體將對遮擋效果沒有影響,并且遮擋程度取決于視角和照相機的位置。 Note that SSAO is quite expensive in terms of processing time and generally should only be used on high-end graphics cards. Using SSAO will cause Unity to render the depth+normals texture of the camera which increases the number of draw calls and has a CPU processing overhead. However, the depth+normals texture then can be used for other effects as well (eg, Depth of Field). Once the texture is generated, the remainder of the SSAO effect is performed on the graphics card. 注意SSAO技術在處理時間上來說是非常耗時的,一般應該用于高端顯卡上。使用SSAO技術會讓Unity渲染照相機上的深度+法線紋理,這樣會增加一定數(shù)量的繪制調(diào)用和一定的CPU開銷。但是,深度+法線紋理同樣也可以用于其他特效(比如,景深特效)。一旦紋理生成了,接下來的特效處理就在顯卡上進行了。 Hardware support 硬件支持SSAO works on graphics cards with Shader Model 3.0 support (eg, GeForce 6 and later, Radeon X1300 and later). All image effects automatically disable themselves when they can not run on a particular graphics card. Due to the complexity of the effect, SSAO is not supported on mobile devices. SSAO特效需要顯卡支持Shader Model 3.0(即GeForce 6、Radeon X1300以后的顯卡)。所有圖像特效如果無法在用戶顯卡上運行時將會自動被關閉。由于該特效的復雜性,SSAO目前不支持移動設備。 贊0 踩0 |
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