유니티4 [노트] post processing 퍼포먼스 가이드 가장 무거운 순서부터...(아이폰6 기준) Screen Space ReflectionGPU- low, interation(16) 18.17ms- low, interation(256) 52.96ms- high, interation)256) 150.1ms Eye AdaptationCPU - 60ms 내외GPU - 12.55ms Motion BlurCPU - 12ms 내외GPU- default 10, multiframeblending(off) : 7.53ms- expensive 32, multiframeblending(on) : 12.42ms Depth of fieldCPU - 5ms 내외GPU- medium 7.4ms- very large 15.64ms TAA(Temporal Anti-Aliasing)CPU.. 2019. 3. 6. [쉐이더노트] input structure Surface Shader input structure The input structure Input generally has any texture coordinates needed by the shader. Texture coordinates must be named “uv” followed by texture name (or start it with “uv2” to use second texture coordinate set). Additional values that can be put into Input structure: float3 viewDir - will contain view direction, for computing Parallax effects, rim lighting etc. fl.. 2014. 11. 19. [쉐이더노트] SurfaceOutput struct SurfaceOutput { half3 Albedo; half3 Normal; half3 Emission; half Specular; half Gloss; half Alpha; }; 2014. 11. 19. [쉐이더노트] appdata_full struct appdata_full { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; fixed4 color : COLOR; #if defined(SHADER_API_XBOX360) half4 texcoord2 : TEXCOORD2; half4 texcoord3 : TEXCOORD3; half4 texcoord4 : TEXCOORD4; half4 texcoord5 : TEXCOORD5; #endif }; 2014. 11. 14. 이전 1 다음