untiy ui set scale 等于0 GPU还会进行渲染

2023-04-14  本文已影响0人  kkjusdoit

untiy ui set scale 等于0 GPU还会进行渲染吗

ANSWER

The question asks whether the GPU will still render if the scale of a Unity UI element is set to 0.

Unfortunately, the provided context does not directly answer this question. However, we can discuss some relevant topics related to Unity UI and GPU rendering optimization.

Firstly, let's briefly discuss the role of the GPU in Unity rendering. According to blog.csdn.net, the GPU is responsible for rendering large amounts of simple tasks in parallel, such as scene rendering and lighting processing. On the other hand, the CPU is responsible for more complex tasks, such as numerical calculations for damage and randomization.

One common technique used for GPU rendering optimization is texture compression, as mentioned in zhuanlan.zhihu.com. This technique reduces the size of textures in memory and can improve performance if the game is limited by memory bandwidth. Unity provides many texture compression formats and settings that are easy to use.

Another area of GPU rendering optimization is determining performance hotspots, as discussed in bilibili.com. If the GPU is waiting for the CPU for too long, it could indicate that the CPU is taking too much time to render, and the performance hotspot is on the CPU side.

In terms of Unity UI rendering, zhuanlan.zhihu.com explains that UI elements are sorted based on their depth, material ID, image ID, and renderer order before being batched. Only adjacent UI elements with the same material and image IDs can be batched together.

Regarding the question about setting the scale of a Unity UI element to 0, there are a few different interpretations that could affect the answer. Here are some possible scenarios and their implications:

In conclusion, the answer to whether the GPU will still render a Unity UI element with a scale of 0 depends on the specific scenario. If the element is still active and visible, it will still be rendered by the GPU. If the element is deactivated or outside the camera's frustum, it will not be rendered.

by chatgpt

如果在Unity中将UI元素的缩放比例设置为0,那么这些UI元素在屏幕上将不可见,但GPU仍然会进行渲染。GPU将继续处理UI元素的网格数据和纹理信息,并将它们发送到图形管道进行渲染。

然而,由于UI元素的缩放比例为0,渲染出的UI元素将没有实际的大小和形状,因此它们将不会在屏幕上显示。这可能会导致不必要的GPU浪费,因为它仍然要处理这些UI元素的渲染数据,但最终渲染的结果不会被用户看到。

因此,为了最大程度地减少GPU的工作量,建议在不需要渲染UI元素时将其从场景中删除,而不是将其缩放比例设置为0。

by claude

在Unity中,设置Transform组件的scale属性为0,并不会完全禁止GPU进行渲染。它只会影响 mesh 的最终形状、大小和材质映射。
具体来说:

  1. scale设置为0后,mesh的顶点坐标会被缩小到一个点,但网格拓扑结构本身并未改变。GPU仍然会处理这个“点”对象,进行转换、裁剪等操作。
  2. shader程序依然会被调用,对这个“缩小到一点”的mesh进行采样、着色等处理。如果shader中没有根据scale作出优化,这部分计算量并不会减小。
  3. 后续的色彩缓冲区写入、深度测试、模板测试等渲染操作也会被执行。这些操作与mesh的最终形状无关。
  4. 这些“无效的”渲染操作对性能消耗来说是没有意义的。但由于流水线各阶段的连贯性,很难完全跳过这些操作。
    所以,如果你设置scale为0,仅仅期望完全禁止GPU进行渲染和消耗性能,这种想法是不太现实的。相反,这可能产生一定的性能损失。

更好的方法是:

  1. 完全停用mesh渲染器或过滤器的启用状态,这可以彻底避免渲染调用。
  2. 如果仅是临时隐藏mesh,可以设置mesh的enabled属性为false。再需要显示时重新设置为true即可。
  3. 利用视锥剔除(Frustum Culling)可以过滤处于摄像机视锥体外的mesh,避免其进行渲染。这需要mesh设置为静态,并正确设置bounds属性。
  4. 利用层次(Layers)或标签(Tags)过滤系统,在特定摄像机选择不渲染指定的层或标签。
  5. 对于UI元素,可以设置Canvas组件的enabled为false进行完全隐藏和禁止渲染。
    希望这些信息能为您在Unity优化性能方面带来一定的帮助。如果您有任何其他问题,也请随时提出,我很乐意进行讨论和解答。 (edited)
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