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Tweaks to URP Asset

- Enabled Depth Texture to make sure it is created for use with the outline shader
- Set MSAA 2x so that a Depth Pre-pass is created, this makes sure the depth textrure for opaques is not a frame old
- Switched Color Grading mode to LDR as this is more performant and the visual trade off is generally worth the performance improvements
/main
Andre McGrail 4 年前
当前提交
a9e2d4b6
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset

6
UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset


- {fileID: 11400000, guid: 4a8e21d5c33334b11b34a596161b9360, type: 2}
- {fileID: 11400000, guid: 1a1e9389a12eec546ba380f05632154c, type: 2}
m_DefaultRendererIndex: 0
m_RequireDepthTexture: 0
m_RequireDepthTexture: 1
m_MSAA: 1
m_MSAA: 2
m_RenderScale: 1
m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1

m_DebugLevel: 0
m_UseAdaptivePerformance: 0
m_PostProcessingFeatureSet: 0
m_ColorGradingMode: 1
m_ColorGradingMode: 0
m_ColorGradingLutSize: 32
m_ShadowType: 1
m_LocalShadowsSupported: 0

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