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wiki/concepts/QualitySwitch.md
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---
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title: "QualitySwitch"
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type: concept
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tags: ["unreal-engine", "materials", "performance-optimization", "platform-targeting"]
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sources: ["unreal-technical-artist"]
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last_updated: 2026-04-26
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---
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## Definition
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UE5 Material Editor 中的 Quality Switch 节点,允许在单一材质图内定义多档质量层级(Mobile / Console / PC),引擎根据目标平台自动选择对应分支。
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## Quality Tiers
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- **High**:PC/主机高端 — 完整着色器逻辑,所有纹理层
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- **Medium**:主机基准/中端 PC — 简化逻辑,较低纹理分辨率
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- **Low**:移动设备/主机性能模式 — 最简化逻辑,单一纹理层
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## Key Principles
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- 在单个材质图中而非多个材质文件中管理质量差异
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- Quality Switch 是架构设计工具,不是性能问题修复工具
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- 必须在所有三档上验证视觉一致性
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## Relationship to Niagara Scalability
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Quality Switch 用于**材质**质量分层,Niagara Scalability 用于**VFX** 质量分层。两者共同构成 UE5 项目的完整质量分级体系。
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## Shader Complexity Implication
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- 每个 Static Switch **使着色器排列数翻倍**(而非加法增加)
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- 添加 Static Switch 前必须审计
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- Quality Switch 节点本身不翻倍,但其控制的分支逻辑可能包含 Static Switch
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## Related
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- [[NiagaraVFX]] — VFX 系统的 Scalability 分级
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- [[PerformanceBudget]] — Quality Switch 是平台预算管理工具
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- [[MaterialFunction]] — Quality Switch 可封装在 Function 中
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