It is well known that Unity’s Terrain has a high number of polygons, and rendering shadows requires an additional pass. On top of that, running the official SSAO post-processing effect, especially using the DepthNormal mode, requires a total of three rendering passes, which significantly impacts performance.
MobileSSAO recently added the MRTTerrainLit shader feature, which uses the MRT processing workflow to allow Terrain to render only once (excluding shadow rendering) while achieving SSAO effects with the DepthNormal mode. Below are the relevant reference images.
Unity terrain with SSAO applied.
Unity terrain without SSAO applied.
Unity terrain applies MobileSSAO’s triangle count.
Relevant videos are as follows:
You can find it here:
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