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Recommend vertex shading for particles in GPU optimization

Hugo Locurcio 5 年之前
父节点
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共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2 0
      tutorials/performance/gpu_optimization.rst

+ 2 - 0
tutorials/performance/gpu_optimization.rst

@@ -173,6 +173,8 @@ You can increase performance in a fill rate-limited project by reducing the
 amount of work the GPU has to do. You can do this by simplifying the shader
 amount of work the GPU has to do. You can do this by simplifying the shader
 (perhaps turn off expensive options if you are using a :ref:`StandardMaterial3D
 (perhaps turn off expensive options if you are using a :ref:`StandardMaterial3D
 <class_StandardMaterial3D>`), or reducing the number and size of textures used.
 <class_StandardMaterial3D>`), or reducing the number and size of textures used.
+Also, when using non-unshaded particles, consider forcing vertex shading in
+their material to decrease the shading cost.
 
 
 **When targeting mobile devices, consider using the simplest possible shaders
 **When targeting mobile devices, consider using the simplest possible shaders
 you can reasonably afford to use.**
 you can reasonably afford to use.**