Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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Shaders in UniversalRP

The Universal Render Pipeline uses a different shading approach than the Unity built-in Render Pipeline. As a result, built-in Lit and custom Lit Shaders do not work with the UniversalRP. Instead, UniversalRP has a new set of standard Shaders. UniversalRP provides the following Shaders for the most common use case scenarios:

Upgrade advice: If you upgrade your current Project to UniversalRP, you can upgrade built-in Shaders to the new ones. Unlit Shaders from the built-in render pipeline still work with UniversalRP.

For SpeedTree Shaders, Unity does not re-generate Materials when you re-import them, unless you click the Generate Materials or Apply & Generate Materials button.

Note: Unlit Shaders from the Unity built-in render pipeline work in UniversalRP.

Choosing a Shader

With the Universal Render Pipeline, you can have real-time lighting wither either Physically Based Shaders (PBS) and non-Physically Based Rendering (PBR).

For PBS, use the Lit Shader. You can use it on all platforms. The Shader quality scales, depending on the platform, but keeps physically based rendering on all platforms. This gives you realistic graphics across hardware. The Unity Standard Shader and the Standard (Specular setup) Shaders both map to the Lit Shader in UniversalRP. For a list of Shader mappings, see Shader mappings under Upgradring your Shaders.

If you’re targeting less powerful devices, or just would like simpler shading, use the Simple Lit Shader, which is non-PBR.

If you don’t need real-time lighting, or would rather only use baked lighting and sample global illumination, choose a Baked Lit Shader.

If you don’t need lighting in on a material at all, you can choose the an Unlit Shader.