Legacy Documentation: Version 5.3
Quality Settings
Script Execution Order Settings

Graphics Settings

The graphics settings shown here are mostly useful for customizing and optimizing graphics-related settings across the project.

Built-in shader settings

These settings allow you to specify which shader is used to do lighting pass calculations in deferred shading and legacy deferred lighting rendering paths, respectively.

The default value is to use built-in Unity functionality for this, but you can supply your own compatible shader if you want deep customization of deferred rendering.

You can also specify “No Support” if you know you aren’t using deferred shading or lighting respectively, and save some space in the built game data files.

============================================================================================================================================================ |Setting: |Description: | |:—|:—| |Built-in shader (Default value)| Use Unity’s built-in shaders to do the calculation. | |Custom shader| Use your own compatible shader to do the calculation. This enables you to do deep customization of deferred rendering. | |No Support| Disable this calculation. Use this setting if you are not using deferred shading or lighting. This will save some space in the built game data files. |

Always-included Shaders

Specify a list of Shaders that will always be stored along with the project, even if nothing in your scenes actually uses them. It is important to add shaders used by streamed AssetBundles to this list to ensure they can be accessed.

Shader stripping

By default, Unity looks at your scenes and lightmapping settings to figure out which Fog and Lightmapping modes are used; and skips corresponding shader variants. This saves game build data size, and improves loading times.

However, if you’re building asset bundles or will be changing Fog modes from a script at runtime, you might want to manually specify used modes here.

Setting: Description:
Automatic (Default value) Unity looks at your scenes and lightmapping settings to figure out which fog and lightmapping modes are not in use, and skips corresponding shader variants.
Manual Specify which modes to use yourself. Select this if you are building asset bundles or changing fog modes from a script at runtime, to ensure that the modes you want to use are included.

Shader preloading

Specify a list of shader variant collection assets to preload while loading the game. See Optimizing Shader Load Time page for details.

See also

Quality Settings
Script Execution Order Settings
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