If your application’s framebuffer orientation doesn’t match the device’s native display orientation (portrait, for most devices), Android rotates the application’s framebuffer to match the device’s display every frame. Depending on the device’s hardware capabilities, this additional rotation can negatively affect performance. If your application uses the Vulkan Graphics API and the device supports Vulkan, Unity can apply this rotation during rendering which reduces the performance impact of the rotation. This is called pre-rotation.
To make Unity apply pre-rotation, you can use C# scripts or the Unity editor:
Through C# scripts: Set PlayerSettings.vulkanEnablePreTransform to true
.
Through the Unity Editor:
In the Project settings window, select the Player tab, then open Android Player Settings:
In the Other Settings section, enable Apply display rotation during rendering.
Unity applies pre-rotation when it renders directly to the device’s backbuffer, not when it renders to a Render Texture. To apply the rotation, Unity modifies the projection matrix which affects the UNITY_MATRIX_MVP
and UNITY_MATRIX_P
Built-in shader variables. This means that Unity applies the rotation in the vertex shader.
Using pre-rotation doesn’t affect the behavior of Unity’s C# API. For example, you can still use Screen.width
to access the width of the screen. The same applies to viewports and scissor rects. Unity adjusts these as needed, and also handles readback operations from the backbuffer such as Grab Pass, ReadPixels, or Screenshot.
Unity provides utility macros to handle special cases in shaders (for more information, see the Limitations section below).
マクロ UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION は、以下の条件がすべて真である場合にのみ定義されます (そうでない場合は未定義です)。
preTransform
が Player 設定で有効になっていること。UNITY_DISPLAY_ORIENTATION_PRETRANSFORM は定数で、現在の preTransform
回転に設定されます。その値は以下のいずれかです。
UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_0
UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_90
UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_180
UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_270
UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION が未定義の場合、またはレンダーテクスチャにレンダリングする場合、UNITY_DISPLAY_ORIENTATION_PRETRANSFORM の値は UNITY_DISPLAY_ORIENTATION_0 です。
UNITY_DISPLAY_ORIENTATION_PRETRANSFORM is translated into a Vulkan specialization constant, which makes it efficient to use in if or switch statements.
以下のケースでは、preTransform を有効にするために、Unity プロジェクトに追加の修正が必要になる可能性があります。
SV_Position
)。これらのケースは、バックバッファに直接レンダリングする場合にのみ適用されます。