(版本是2018.4......翻译是自己的渣翻译水平)
Unity allows you to set the level of graphical quality it attempts to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it tends to have a detrimental effect on gameplay. Use the Quality settings (menu: Edit > Project Settings, then select the Quality category) to select the quality level in the Editor for the chosen device. It is split into two main areas: the Quality matrix appears at the top; and below it, the settings for the selected quality level appear.
unity允许你设置它将要渲染的图像质量。通常来讲,质量以帧率为代价,最好不要在移动平台和老旧硬件上追求最高的质量,因为会导致对游戏产生不好的影响。针对所选设备使用质量设置(菜单:编辑>项目设置,选择质量标签)选择质量等级。这里分为两个主要区域:上面是质量矩阵,下面是所选质量等级的设置。
Unity lets you assign a name to a given combination of quality options for easy reference. The rows of the matrix let you choose which of the different platforms each quality level applies to. The Default row at the bottom of the matrix is not a quality level in itself but rather sets the default quality level used for each platform (a green checkbox in a column denotes the level currently chosen for that platform). Unity comes with six quality levels pre-enabled but you can add your own levels.
unity允许你为质量选项组合分配一个名字,以便于参考。矩阵的行允许你选择每个质量等级应用于不同平台。位于矩阵底部的default行本身不是质量等级而是设置不同平台的默认质量等级(每列绿色的选择框象征对应平台现在所选的质量等级)。unity有六个预先设置的等级,你也可以添加自己的等级。
Quality settings levels for each platform 针对每个平台的质量设置
To delete an unwanted quality level, use the trashcan icon (the rightmost column).
To select a quality level for editing, click on its name in the matrix. Its definitions appear in the panel below the settings and you can modify any settings you need to:
选择垃圾箱图标删除不想要的质量等级。点击矩阵中的名字选中一个质量等级进行修改。其定义出现在设置下方的面板上,你可以修改任何你需要的设置:
Edit the settings for a specific Quality level 修改特定的质量等级的设置
To define a new Quality level, click the Add Quality Level button and type the name for the new level in the Name property box.
Then you can choose which of the quality options documented in the following sections you need to update or set:
点击“增加质量等级”按钮并在名字属性框内输入名字,来定义新的质量等级。然后你可以选择接下来的部分记录的质量选项来更新或则设置:
Rendering
Property |
Function |
Pixel Light Count |
Set the maximum number of pixel lights when Unity uses Forward Rendering.
使用前向渲染时,影响物体的最大像素光源数量。
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Texture Quality |
Choose whether to display Textures at
maximum resolution or at a fraction of this (lower resolution has less
processing overhead). The options are Full Res, Half Res, Quarter Res and Eighth Res.
选择显示纹理的全部或部分的分辨率。可用选项有:完整,二分之一,四分之一,八分之一。
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Anisotropic Textures |
Choose if and how Unity uses anisotropic Textures. The options are Disabled, Per Texture and Forced On (that is, always enabled).
选择unity如何使用各向异性纹理。可用选项有:禁用,每张纹理,强制开启(总是启用)。
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AntiAliasing
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Choose the level of antialiasing that Unity uses. The options are Disabled, 2x Multi Sampling, 4x Multi Sampling and 8x Multi Sampling.
选择unity抗锯齿等级。可用选项有:禁用,两倍,四倍,八倍采样。
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Soft Particles
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Enable this option to use soft blending for particles? See Soft Particles for more information.
启用此选项可以对粒子软融合。(用于粒子片面和实体交接处柔化,避免出现面片穿插的交接线。)
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Realtime Reflection Probes |
Enable this option to update reflection probes during gameplay.
设置游戏时是否实时更新反射探针。
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Billboards Face Camera Position |
Enable this option to force billboards to face the camera while rendering instead of the camera plane. This produces a better, more realistic image, but is more expensive to render.
渲染时强制广告牌面向摄像机以代替摄像机平面。会有更好的效果,但是消耗也更高。
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Resolution Scaling Fixed DPI Factor
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Downscales the device’s screen resolution below its native resolution. For more details, see Android Player settings and iOS Player settings.
将设备的屏幕分辨率缩小到低于其原生分辨率。更多细节看ios Android的设置。
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Texture Streaming
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Enable this checkbox to use Texture Streaming. If you are not planning to use Texture Streaming, disable this feature to avoid any CPU memory overhead.
Texture Streaming能以少量cpu开销换取内存开销(cpu计算加载具体要用的mipmap以代替加载所有的mipmap)。
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Add All Cameras |
Enable this checkbox to make Unity
calculate Texture Streaming for all active Cameras in the Project. This
is enabled by default. This is the quickest way to migrate an existing
Project to Texture Streaming. If you want to exclude a specific Camera,
add a Streaming Controller component to that Camera and then disable it.
If
you disable this property, Unity only calculates Texture Streaming for
GameObjects with Streaming Controller components. Use this for
finer-grained control of Texture Streaming. See documentation on Texture Streaming API: Control Cameras for Texture Streaming for more details.
选中选择框,让unity针对所有激活的摄像机计算纹理流。这是默认启用的。这是将现有项目迁移到纹理流的最快方式。如果你想不包括一个特殊相机,添加一个StreamingController组件到那个摄像机上并且禁用它。 如果禁用此属性,unity只会计算哪些有Streaming Controller组件的GameObject。使用组件来控制纹理流的细粒度。 阅读Texture Streaming API: Control Cameras for Texture Streaming 的文档获得更多信息。
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Memory Budget |
Set the total amount of memory you want to
assign to all loaded Textures (in MB). When the capacity is full, Unity
discards mipmaps it’s not using, to make room for those it needs to
use. The default memory budget is 512MB.
Streaming textures pick
the smallest mipmap level possible to try to hit the memory budget.
Unity always loads non-streaming textures at full resolution, even if
that exceeds the budget.
The Memory Budget
includes non-streaming Textures. For example, if your budget is 100MB
and you have 90MB of non-streaming Textures, The Texture Streaming
system tries to fit all the streaming Textures in the remaining 10MB. If
it can’t, it loads the mipmaps at a lower resolution.
Unity prioritises the Max Level Reduction over the Memory Budget. The Texture Streaming system never discards more mipmaps than the Max Level Reduction, even if the lack of reduction causes the memory to exceed the Texture Streaming Memory Budget.
设置你希望分配给所有载入的图片的内存大小。当容量满的时候,unity会丢弃不再使用的mipmaps,给那些需要的腾出空间。默认内存预算大小是512MB。 流纹理尽可能选择最小级别的mipmap达到内存预算。在全分辨率的情况下,unity总是加载非流纹理,甚至超出预测。 内存预测包含非流纹理。打个比方,如果你的预测是100MB并且有90MB的非流纹理,纹理流系统会尝试让所有的流纹理去适配剩余的10MB。如果不行,它回家再最低分辨率的mipmaps。 unity更倾向于最大减少等级(Max Level Reduction)超过内存预算。纹理流系统决不会丢弃超过最大减少等级的mipmaps数,即使缺乏的减量会引起内存超出纹理流的内存预算。
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Renderers Per Frame |
This controls the CPU processing overhead
for the main thread and associated jobs. This is 512 by default (that
is, processing 512 Mesh renderers per frame). Lower values reduce
processing time, but increase delays to Unity loading the mipmaps.
这控制CPU对于主线程以及相关工作的处理开销。默认值为512(意味着每帧处理512个网格渲染)。更低的值能减少处理时间,但是会增加载入mipmaps的延迟。
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Max Level Reduction |
Set the maximum number of mipmaps that the Texture Streaming system can discard if the Texture Streaming system reaches the Memory Budget. This is set to 2 by default (which means that the system discards no more than two mipmaps).
The
Texture Streaming system never discards more mipmaps than this value,
even if the lack of reduction causes the memory to exceed the Texture
Streaming Memory Budget.
This value is also the
mipmap level that the Texture Streaming system initially loads at
startup. For example, when this is set to 2, Unity skips the two highest
mipmaps on first load.
设置当纹理流系统到达内存预算时可以丢弃的最大的mipmaps。默认为2(意味着不能丢弃超过2个的mipmaps)。 纹理流系统决不会丢弃超过这个值的mipmaps数,即使缺乏的减量会引起内存超出纹理流的内存预算。 这个值也是mipmaps开始时初始加载的等级。比如,设置是2时,Unity第一次加载时会跳过最高的两个mipmaps。
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Max IO Requests |
Set the maximum number of Texture file
in/out (IO) requests from the Texture Streaming system that are active
at any one time. This is set to 1024 by default. This default is set
high enough to prevent any IO cap beyond what is already active due to
the Async Upload pipeline or file system itself.
If
the Scene Texture content changes significantly and rapidly, the system
might attempt to load more Texture mipmaps than the file IO can keep up
with. Lowering this value reduces the IO bandwidth that the Texture
Streaming system generates. The result is a more rapid response to
changing mipmap requirements.
设置流纹理系统激活时纹理文件IO请求的最大数量。默认值是1024。这个默认值舍得足够高将,以防止由于异步上传管道或文件系统本身而导致超出现有活动的IO上限。 如果场景纹理内容变化显著且急速,这个系统会尝试载入更多的mipmaps超过文件IO能够加载的。降低该值降低了纹理流传输系统生成的IO带宽。其结果是对不断变化的mipmap需求作出更快速的响应。
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Shadows
Property: |
Function: |
Shadowmask Mode |
Choose the shadowmask behavior when using the Shadowmask Mixed lighting mode. Use the Lighting window (menu: Window > Rendering > Lighting Settings) to set this up in your Scene.
当使用阴影蒙版混合光照模式时,选择阴影蒙版的行为。通过光照窗口设置。
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Distance Shadowmask
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Unity uses real-time shadows up to the Shadow Distance, and baked shadows beyond it.
在阴影距离内使用实时阴影,超出则用烘焙阴影。
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Shadowmask
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Static GameObjects that cast shadows always cast baked shadows.
静态物体总是投射烘焙阴影。
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Shadows
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Choose which type of shadows to use. The available options are Hard and Soft Shadows, Hard Shadows Only and Disable Shadows.
选择使用的阴影类型。可用选项包括软硬阴影,仅硬阴影,禁用阴影。
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Shadow Resolution |
Choose which resolution to render shadows at. The available options are Low Resolution, Medium Resolution, High Resolution and Very High Resolution. The higher the resolution, the greater the processing overhead.
选择渲染阴影的分辨率。可用选项包括低分辨率,中分辨率,高分辨,非常高分辨率。越高的分辨率,处理开销越大。
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Shadow Projection |
Choose which method to use for projecting shadows from a directional light.
选择平行光的投射阴影的方法。
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Close Fit |
Renders higher resolution shadows but they can sometimes wobble slightly if the camera moves.
渲染更高分辨率的阴影但有时候镜头移动时阴影会有些许的摇晃。
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Stable Fit |
Renders lower resolution shadows but they don’t wobble with camera movements.
低分辨率但不会因镜头移动而摇晃。
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Shadow Distance |
Enter the maximum distance from the Camera
at which shadows are visible. Unity does not render shadows that fall
beyond this distance.
输入最大的阴影可视距离(从摄像机开始)。Unity不会渲染超出此距离的阴影。
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Shadow Near Plane Offset |
Enter the offset shadow near plane to account for large triangles being distorted by shadow pancaking.
输入这个值(阴影*面偏移)会引起巨大三角形被shadow pancaking(阴影平坠是解决阴影暗斑的一个方案)扭曲的问题。
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Shadow Cascades |
Choose the number of shadow cascades to use. The available options are No Cascades, Two Cascades, or Four Cascades. A higher number of cascades gives better quality but at the expense of processing overhead (see Directional Light Shadows for further details).
选择使用的阴影级联数量。可用选项包括无,2,4。更高的数量的级联有更好的效果,但也会有更高的开销。(参考平行光阴影以获取更多的细节)
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Cascade splits |
Adjust the cascade shadow split(s) by moving the vertical line between each cascade left or right. Depending on what value you chose for the Shadow Cascades setting, you can see two or four different colors. If Shadow Cascades is set to No Cascades, then this entire control is hidden.
通过左右移动任意级联之间的垂直线来调整分割阴影级联。取决于级联阴影选择的数量,可以看到2或4种颜色。如果选择无,这整个控件会隐藏。
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Other
Property |
Function |
Blend Weights
|
Choose the number of bones that can affect a given vertex during an animation. The available options are 1 Bone, 2 Bones, 4 Bones, and Unlimited.
选择动画期间能影响顶点的骨骼数量。可用选项1,2,4,无限制。
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V Sync Count |
Choose to synchronize rendering with vertical blanks or not to synchronize at all. Unity can synchronize rendering with the refresh rate of the display device to avoid tearing artifacts. The available options are Every V Blank, Every Second V Blank, or Don’t Sync.
选择渲染与垂直空白同步或者不同步。unity可以与显示设备的刷新频率同步渲染以避免画面撕裂。可用选项有每个垂直空白,每两个垂直空白,每秒的垂直空白和不同步。
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Lod Bias
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Set the level-of-detail (LOD) bias. LOD
levels are chosen based on the onscreen size of an object. When the
size is between two LOD levels, the choice can be biased toward the less
detailed or more detailed of the two Models available. This is set as a
fraction from 0 to +infinity. When it is set between 0 and 1 it favors
less detail. A setting of more than 1 favors greater detail. For
example, setting LOD Bias to 2 and having it change at 50% distance, LOD
actually only changes on 25%.
设置细节等级偏好。 细节等级取决于物体在屏幕上的尺寸。当其尺寸处于两个等级之间时,可以偏向于选择更少或更多细节的可用模型。可以为设置0到正无穷之间的分数。0-1为偏爱更少细节,大于1偏爱更好的细节。
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Maximum LOD Level |
Set the highest LOD that the game uses. See Maximum LOD level for more information.
设置最高的细节等级。(低于最高LOD的模型将不会加载,0是质量最高的模型,数字越大质量越低。比如设置为1,LOD Group中只有1以及更大的LOD会加载显示)
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Particle Raycast Budget |
Set the maximum number of raycasts to use for approximate particle system collisions (those with Medium or Low quality). See Particle System Collision Module.
设置用来估算粒子系统碰撞的最大射线投射数量。
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Async Upload Time Slice |
Set the amount of CPU time in milliseconds per frame to spend uploading buffered textures to the GPU. See Async Texture Upload.
设置cpu每帧把缓存纹理传输到gpu的时间单位为毫秒。
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Async Upload Buffer Size |
Set the size in MB for the Async Upload buffer.
设置cpu每帧把缓存纹理传输到gpu的时间单位为毫秒。
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