![]() The default WebGL behaviour is to clear the drawing buffer after each frame. This means on Unity WebGL, the content of the frame buffer clears regardless of the Camera.clearFlags setting. To do this, set webglContextAttributes.preserveDrawingBuffer to true in your WebGL template: script.onload = () => However, you can change this behaviour at instantiation time. ![]() Unity WebGL only supports Deferred Rendering Path if WebGL2.0 is available. On WebGL1.0, Unity WebGL runtime will fallback to Forward Rendering A rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. Enlighten Realtime Global Illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary is not currently supported in WebGL. Furthermore, only Non-Directional lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. Unity WebGL only supports linear color space rendering with WebGL 2.0. Linear color space rendering doesn’t have fallback support for WebGL 1.0. To build a WebGL player using linear color space rendering, you need to remove WebGL 1.0 API in the Player settings, open the Other Settings panel, disable the Automatic Graphics API setting. ![]() Some web browsers don’t support sRGB DXT texture compression. This can decrease the quality of rendering performance when using linear rendering, due to runtime decompression of all the DXT textures. On the WebGL platform, video clips aren’t imported to the Unity project using VideoClipImporter, as it would increase initial asset data download sizes and prevent network streaming. For video playback, use the URL option in the VideoPlayer component and place the asset in the StreamingAssets/ directory to use the built-in network streaming of your browser. The WebGL 1.0 specification imposes some limitations on GLSLS shader A program that runs on the GPU. More info See in Glossary code, which are more restrictive than many OpenGL ES 2.0 implementations. This is mostly relevant when you write your own shaders. Specifically, WebGL has restriction on which values can be used to index arrays or matrices: WebGL only allows dynamic indexing with constant expressions, loop indices or a combination. ![]()
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