UNITY statistic中的 SetPass和Batches

U3D文档释义:

SetPass:The number of rendering passes. Each pass requires Unity runtime to bind a new shader

 which may introduce CPU overhead

Batches:“Batching” is where the engine attempts to combine the rendering of multiple objects into a chunk of memory in order to reduce CPU overhead due to resources switching.

引擎底层的绘制过程:

setpass(0)

settexture(0, tex)

settexture(1, tex)

setshader(shader)

//绘制第一个模型

fillmesh(0)

drawmesh(0)

//绘制第二个模型

fillmesh(1)

drawmesh(1)

setpass(1)

settexture(0, tex)

setshader(shader)

fillmesh(2)

drawmesh(2)

即是说:batches是对模型网格的合批,多个网格的合成一个,减少像模型网格填充到vertexbuffer中的次数,因为每次填充顶点缓存时都要lock,速度慢

setpass是在绘制前设置材质和状态,一次设置可以多次渲染。

因此,batches数量 大于等于 setpass数量

原文地址:https://www.cnblogs.com/timeObjserver/p/13159568.html