Fast Mobile Post Processing 1.6 图像优化插件 

2020-02-18 12:06 发布

Unity3d插件/模型 /[着色/阴影]
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本帖最后由 发财 于 2020-2-18 12:09 编辑

插件名称:Fast Mobile Post Processing 1.6插件官网:访问官网
版权协议:Red pine1.1解压密码:通用密码
Fast Mobile Post Processing 1.6

Fast Mobile Post Processing 1.6

Fast Mobile Post Processing 1.6

Fast Mobile Post Processing 1.6

Fast Mobile Post Processing 1.6 QQ图片20200218120757.jpg

图像优化插件

 图像优化插件

Fast Mobile Post Processing 1.6 图像优化插件

Fast Mobile Post Processing 1.6 图像优化插件
Works with Unity versions higher than 2017.1.0f
LWRP works only with Unity versions higher than 2019.1.6f1
Fastest Solution on the market!
This package consists of the main post-processing stack features, which were maximally optimized to increase the performance even on low-end devices:
* Color Correction(LUT) - Using 2D LUT and 3D LUT techniques which as follow from NVIDIA official tutorials, runs faster than other color correction techniques, keepin the same image effect. Runs at 45-50 FPS on low-end mobile device(with proper settings).
* Blur - The fastest blur in the Asset Store. Completely optimized blur. Can be used with mask. The number of blur passes can be set as well. Runs at 45-52 FPS on low-end mobile device(with proper settings).
* Bloom - Optimized realistic bloom effect. Runs at 45-52 FPS along with blur, on low-end mobile device(with proper settings).
* Chromatic Aberration - Super fast chromatic aberration effect Runs at 50-55 FPS on low-end mobile device(with proper settings).
* Image Filtering- Includes 5 extremely optimized image filters Contrast, Brightness, Saturation, Exposure and Gamma running almost with no performance hit on low-end mobile device(with proper settings).
* Vignette - Very simple and fast vignette effect running almost with no performance hit on low-end mobile device(with proper settings).
* All together - which means, when all the effects applied, the scene runs 300% faster than standart unity post processing stack on low-end mobile device(with proper settings).

NOTE!!! All the testing was made on low-end mobile device Meizu M2 Note in the scene containing:
-65 different gameObjects,
-68 different Materials,
-57 different Textures,
-1 Directional Light(realtime),
-approximately 40k polygons

For all the effects, I used the most efficient algorithms, optimizing the fragment shader as much as possible.

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