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我们是否应该真正使用而不是在我们习俗统一图书馆使用一半和浮动吗?
原标题:Should we use real instead of half and float in our custom Unity Shader Library?

我正在为我们的新游戏在团结建造一个习俗沙分图书馆。 但是,我正在考虑是否需要在我的图书馆真正使用。 就我所知(我列举这些内容是为了澄清):

  • real will be compiled as half or float depending on the platform
  • half will be treated as float on PC
  • We should use half as much as possible on mobile (So real doesn t make sense on PC?)
  • If we are certain that high precision is required, we will manually declare it as float

问题在于:

  • What is the function of real ?
  • Does it mean that real will be compiled as float on some mobile devices and make it difficult to control its performance?
  • Should we use real in our custom shader library?

谢谢你。

我试图利用真正的机动游戏,利用SnapdragonProfiler捕获一个框架。 但是,Snapdragon Profiler所收集的斜体代码显示,我向团结编辑申报的变量都在使用半个登记册。

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