《Unity着色器圣经》1.1.4 | 延迟渲染

目录索引

译文

延迟渲染确保了场景中只有一个用于计算每个光源的pass,而且只计算受光源影响的部分像素,这些计算都是通过分离几何体和光源实现的。延迟渲染的优点在于我们可以在场景中设置大量影响不同模型的光线、提升最终的渲染效果,但仅增加了 GPU 上每个像素的计算量。

虽然在多光源计算方面延迟渲染优于前向渲染,但它也存在一些硬件兼容性方面的限制和问题。


原文对照

This rendering path ensures that there is only one lighting pass computing each light source in our scene, and only in those pixels that are affected by them, all this through the separation of the geometry and lighting. This figures as an advantage since we could generate a significant amount of light that influences different objects, thereby improving the fidelity of the final render but nominally increasing the per-pixel calculation on the GPU.

While Deferred Shading is superior to Forward when it comes to multi-light source computing, it brings with it some hardware compatibility restrictions and issues.

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