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undefinedundefined| LOD | Max Tris | Texture Res | Draw Calls |
|---|---|---|---|
| LOD0 | 15,000 | 2048×2048 | 2–3 |
| LOD1 | 8,000 | 1024×1024 | 2 |
| LOD2 | 3,000 | 512×512 | 1 |
| LOD3 | 800 | 256×256 | 1 |
| LOD层级 | 最大三角形数 | 纹理分辨率 | 绘制调用 |
|---|---|---|---|
| LOD0 | 15,000 | 2048×2048 | 2–3 |
| LOD1 | 8,000 | 1024×1024 | 2 |
| LOD2 | 3,000 | 512×512 | 1 |
| LOD3 | 800 | 256×256 | 1 |
| LOD | Max Tris | Texture Res |
|---|---|---|
| LOD0 | 4,000 | 1024×1024 |
| LOD1 | 1,500 | 512×512 |
| LOD2 | 400 | 256×256 |
| LOD层级 | 最大三角形数 | 纹理分辨率 |
|---|---|---|
| LOD0 | 4,000 | 1024×1024 |
| LOD1 | 1,500 | 512×512 |
| LOD2 | 400 | 256×256 |
| Type | PC | Mobile | Console |
|---|---|---|---|
| Albedo | BC7 | ASTC 6×6 | BC7 |
| Normal Map | BC5 | ASTC 6×6 | BC5 |
| Roughness/AO | BC4 | ASTC 8×8 | BC4 |
| UI Sprites | BC7 | ASTC 4×4 | BC7 |
undefined| 类型 | PC | 移动端 | 主机 |
|---|---|---|---|
| 基础色 | BC7 | ASTC 6×6 | BC7 |
| 法线贴图 | BC5 | ASTC 6×6 | BC5 |
| 粗糙度/环境遮蔽 | BC4 | ASTC 8×8 | BC4 |
| UI精灵 | BC7 | ASTC 4×4 | BC7 |
undefined// Dissolve shader — works in Unity URP, adaptable to other pipelines
Shader "Custom/Dissolve"
{
Properties
{
_BaseMap ("Albedo", 2D) = "white" {}
_DissolveMap ("Dissolve Noise", 2D) = "white" {}
_DissolveAmount ("Dissolve Amount", Range(0,1)) = 0
_EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
_EdgeColor ("Edge Color", Color) = (1, 0.3, 0, 1)
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
HLSLPROGRAM
// Vertex: standard transform
// Fragment:
float dissolveValue = tex2D(_DissolveMap, i.uv).r;
clip(dissolveValue - _DissolveAmount);
float edge = step(dissolveValue, _DissolveAmount + _EdgeWidth);
col = lerp(col, _EdgeColor, edge);
ENDHLSL
}
}// Dissolve shader — works in Unity URP, adaptable to other pipelines
Shader "Custom/Dissolve"
{
Properties
{
_BaseMap ("Albedo", 2D) = "white" {}
_DissolveMap ("Dissolve Noise", 2D) = "white" {}
_DissolveAmount ("Dissolve Amount", Range(0,1)) = 0
_EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
_EdgeColor ("Edge Color", Color) = (1, 0.3, 0, 1)
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
HLSLPROGRAM
// Vertex: standard transform
// Fragment:
float dissolveValue = tex2D(_DissolveMap, i.uv).r;
clip(dissolveValue - _DissolveAmount);
float edge = step(dissolveValue, _DissolveAmount + _EdgeWidth);
col = lerp(col, _EdgeColor, edge);
ENDHLSL
}
}undefinedundefinedundefinedundefinedundefinedundefinedundefinedundefined