最近在开发中粒子系统遇到 效果重叠。
使用了 Particles Texture Sheet Animation 且 spriteAtlas中勾选了 Tight packing
原因是 unity 官方在顶点数和 overdraw 之间找平衡。
Sorry for the tardy reply. Assigning Sprites to the Texture Sheet Animation Module worked great so far!
Quick question though. If I use "Tight" sprite packing, is the Particle System then using the generated sprite mesh or still using a quad?
感谢您的快速回复。 如果粒子系统改用精灵网格,你认为它会有优势吗? 它可能会导致透支减少,但我不确定额外的顶点增加是否会成为一个问题。
Thanks for the quick reply. Do you think it could be from advantage if the particle system uses the sprite mesh instead? It could lead to overdraw reduction, but I'm not sure if the additional vertex increase could become an issue.
是的,正如您预测的那样,这将是透支和顶点成本之间的权衡。 我确信至少在某些情况下它会获胜,但我们目前没有任何支持它的计划。 也许可以通过我们的网格粒子代码路径以某种方式完成。
Yeah, exactly as you predict, it will be a trade off between overdraw and vertex cost. It would win in at least some cases I’m sure, but we don’t have any current plans to support it. Maybe it could be done via our mesh particle code path somehow..