Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/water-quality-and-performance-decisions.md
2024-08-26 23:07:20 +03:00

2.1 KiB

Quality and performance decisions

If you wish to improve the performance of your project that includes a water surface, there are several adjustments you can make.

Levels of Detail (LODs)

In the Water Volume Override, you can reduce memory demands if you keep Triangle Size down.

Tessellation

You must enable hidden properties to see the Tessellation options, which are on the Water Surface component. Reduce the Max Tessellation Factor, Tessellation Factor Fade Range and Tessellation Factor Fade Start to improve GPU time.

Fade ranges and Simulation Bands

Water surface types with more simulation bands have higher memory requirements. This is why an Ocean, Sea, or Lake surface requires HDRP to do more calculations than a Pool. The Start value determines where HDRP begins to fade out the contribution of a Simulation Band. One way to offset the performance demands of Ocean, Sea, or Lake surfaces is to lower the Start value. This begins to fade out the simulation band effect closer to the camera. Then reduce the difference between the Start and Distance values in the Fade Range for each band. You must enable hidden properties to see the Fade Range settings.

Resolution

You can also specify lower resolutions for masks, decals, caustics, and the simulation to save memory. See Project Settings > Quality > HDRP for the Simulation Resolution property. The Caustics properties include Caustics Resolution. For masks and decals, custom mesh and custom foam textures, adjust the resolution of your source files.

Script interactions

Don't select CPU Simulation in Simulation Mode setting in the HDRP Asset unless you absolutely need accurate results. When enabled, it increases the number of calculations Unity performs because the GPU simulation has to be duplicated on the CPU.

Additional resources

Settings and properties related to the Water System