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