Unity interview questions daily 5 questions 05

21. The difference between forward rendering and deferred rendering, when to use it

Difference: The cutting order is different. Forward rendering calculates lighting first and then clips. Delayed rendering performs clipping first and then calculates lighting.

When to use: Refer to "UnityShader Getting Started" and Unity official documentation. Which one to use requires detailed comparison of the forward rendering path/delayed rendering path/legacy deferred rendering path/vertex lighting rendering path, as well as special effects comparison (whether it supports pixel-by-pixel lighting/translucent objects/real-time shadows, etc.)/performance comparison and platform comparisons.

Detailed usage is given in the official documentation. The URL is posted in Daily 5 Questions 05 Supplement


22. How many buffers are needed for delayed rendering and what information needs to be recorded?


23. Difference between array and list

Same: both arrays and lists can retrieve elements based on index.

Different: Arrays must contain data of the same type, while lists can contain data of different types.
24. C# GC algorithm
25. Memory manager implementation

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Origin blog.csdn.net/Anyo1n/article/details/126794051