• Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

    基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。

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  • Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

    深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。

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  • The course of their work in graphics, Z buffer, frame buffer and texture buffer memory bandwidth will be substantially occupied resources.

    在显卡工作过程中,Z缓冲器、帧缓冲器和纹理缓冲器都会大幅占用显存带宽资源。

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  • The course of their work in graphics, Z buffer, frame buffer and texture buffer memory bandwidth will be substantially occupied resources.

    在显卡工作过程中,Z缓冲器、帧缓冲器和纹理缓冲器都会大幅占用显存带宽资源。

    youdao

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