This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Materials Optimization

Materials optimization can give you more flexibility in balancing the quality of the rendered scene with the performance of the application.

You can use different texture resolutions or create different implementations inside a graph-based material for different quality levels and use the corresponding one when necessary.

The quality level of materials is set globally via the Materials Quality section of the Settings window. You can choose between the Low, Medium, and High levels.

Creating Materials for Different Quality Levels#

The Material Nodes library provides the Material Quality Switcher node that allows switching between different implementations of the same material depending on the current quality level. You can use this node for materials optimization as follows:

  1. Create three implementations of the material, one for each quality level.
  2. Add the Material Quality Switcher node to the material graph.
  3. Connect each material implementation to the corresponding port - Low, Medium, and High.

As a result, different versions of the material will be generated automatically. Each version will be used for the corresponding quality level selected globally.

Last update: 2024-06-19
Build: ()