![]() You can choose from Low Quality, Normal Quality, or High Quality. ![]() This option reduces the time spent in Camera.Render on the main thread, which can be a bottleneck.ĭefines the encoding scheme and compression format of the lightmaps. ![]() Offloads graphics tasks (render loops) to worker threads running on other CPU cores. Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible if the Scriptable Render Pipeline Asset Graphics setting is blank. Uses dynamic batching (enabled by default). By default this option is enabled, and Unity includes WebGL2.0, with WebGL1.0 as a fallback for devices where WebGL2.0 is not supported.įor more information, see Draw call batching. If your Textures are in linear color space, you need to work in linear color space and disable sRGB sampling for each Texture.ĭisable this option to manually pick and reorder the graphics APIs. When you select to work in linear color space, the Editor defaults to using sRGB sampling. Linear: Linear color space rendering gives more precise results. Even though monitors today are digital, they might still take a gamma-encoded signal as input. Gamma: Gamma color space is typically used for calculating lighting on older hardware restricted to 8 bits per channel for the frame buffer format. For more information, see Linear rendering overview. Rendering Player settings for the WebGL platform PropertyĬhoose which color space Unity uses for rendering: Gamma or Linear. Use these settings to customize how Unity renders your game for the WebGL platform. This section allows you to customize a range of options organized into the following groups: Splash screen settings for virtual reality. For information on common Splash Screen settings, see Splash Screen. Devices supporting these forms of interactive applications can be referred to as XR devices. Use the Virtual Reality Splash Image setting to select a custom splash image for XR An umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Follow the instructions in Using WebGL Templates. You can specify your own template so that you can run your game in a similar environment to the finished game. #Unity web player build code
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