浏览代码

Fixed volume quality levels

/seans-add-link-xml
Andre McGrail 4 年前
当前提交
896f9025
共有 22 个文件被更改,包括 662 次插入549 次删除
  1. 12
      Assets/AddressableAssetsData/AssetGroups/Utility.asset
  2. 16
      Assets/AddressableAssetsData/AssetGroups/VolumeProfiles.asset
  3. 2
      Assets/Data/UniversalRP/PipelineAsset_High.asset
  4. 2
      Assets/Data/UniversalRP/PipelineAsset_Low.asset
  5. 3
      Assets/Data/UniversalRP/PlanarReflectionRenderer.asset
  6. 2
      Assets/Data/Volumes/HighQuality.asset
  7. 6
      Assets/Data/Volumes/MediumQuality.asset
  8. 2
      Assets/Objects/misc/DefaultVolume.prefab
  9. 2
      Assets/Resources/AppManager.prefab
  10. 10
      Assets/Scripts/GameSystem/AppSettings.cs
  11. 68
      Assets/Scripts/GameSystem/DefaultVolume.cs
  12. 6
      Assets/Scripts/System/Benchmark.cs
  13. 18
      Assets/Scripts/System/PerfomanceStats.cs
  14. 28
      Assets/Scripts/Utility/Utility.cs
  15. 451
      Assets/scenes/Testing/benchmark_island-flythrough.unity
  16. 2
      Packages/manifest.json
  17. 47
      ProjectSettings/ProjectSettings.asset
  18. 2
      ProjectSettings/TagManager.asset
  19. 435
      Assets/Objects/UI/prefabs/Utility/BenchMarkCanvas.prefab
  20. 7
      Assets/Objects/UI/prefabs/Utility/BenchMarkCanvas.prefab.meta
  21. 83
      Assets/Objects/UI/prefabs/Utility/[ConsoleCanvas].prefab
  22. 7
      Assets/Objects/UI/prefabs/Utility/[ConsoleCanvas].prefab.meta

12
Assets/AddressableAssetsData/AssetGroups/Utility.asset


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16
Assets/AddressableAssetsData/AssetGroups/VolumeProfiles.asset


m_Address: vol_quality_low
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m_Address: vol_quality_medium
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2
Assets/Data/UniversalRP/PipelineAsset_High.asset


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m_MainLightShadowmapResolution: 4096
m_AdditionalLightsRenderingMode: 0
m_AdditionalLightsPerObjectLimit: 8
m_AdditionalLightShadowsSupported: 1

2
Assets/Data/UniversalRP/PipelineAsset_Low.asset


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m_MainLightShadowmapResolution: 1024
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Assets/Data/UniversalRP/PlanarReflectionRenderer.asset


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2
Assets/Data/Volumes/HighQuality.asset


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6
Assets/Data/Volumes/MediumQuality.asset


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2
Assets/Objects/misc/DefaultVolume.prefab


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2
Assets/Resources/AppManager.prefab


volumeManager:
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10
Assets/Scripts/GameSystem/AppSettings.cs


using System;
using System.Collections;
using System.Collections.Generic;
using GameplayIngredients;
using UnityEngine;
using UnityEngine.AddressableAssets;

[Header("Asset References")]
public AssetReference loadingScreen;
public AssetReference volumeManager;
[Header("Prefabs")]
public GameObject consoleCanvas;
public static GameObject ConsoleCanvas;
private void OnEnable()
private void Awake()
{
if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling)
Debug.Log("AppManager initializing");

private void Initialize()
{
Instance = this;
ConsoleCanvas = Instantiate(consoleCanvas);
DontDestroyOnLoad(ConsoleCanvas);
Application.targetFrameRate = 300;
MainCamera = Camera.main;
}

{
return $"level_{Levels[level]}";
}
public static readonly List<string> QualityLevels = new List<string>(){"Low", "Medium", "High"};
public static readonly string[] AiNames =
{

68
Assets/Scripts/GameSystem/DefaultVolume.cs


if (!Instance)
{
Instance = this;
if(Application.isPlaying)
if (Application.isPlaying)
else if(Instance != this)
else if (Instance != this)
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
if (UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
SafeDestroy();
StopAllCoroutines();
Utility.SafeDestroy(this);
Utility.QualityLevelChange += UpdateVolume;
}
public static void SafeDestroy()
{
#if UNITY_EDITOR
DestroyImmediate(Instance);
return;
#else
Destroy(Instance);
return;
#endif
Utility.QualityLevelChange += UpdateVolume;
UpdateVolume(0, Utility.GetTrueQualityLevel()); // First time set
StopAllCoroutines();
public void UpdateVolume(int from, int to)
private void UpdateVolume(int level, int realLevel)
if (qualityVolumes?.Length > to && qualityVolumes[to] != null)
if (qualityVolumes?.Length > realLevel && qualityVolumes[realLevel] != null)
StartCoroutine(LoadAndApplyQualityVolume(to));
StartCoroutine(LoadAndApplyQualityVolume(realLevel));
}
if (UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Disabled) return;
private IEnumerator LoadAndApplyQualityVolume(int index)
{
var volLoading = qualityVolumes[index].LoadAssetAsync<VolumeProfile>();
yield return volLoading;
volQualityComponent.sharedProfile = volLoading.Result;
if (UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Disabled) yield break;
if (volBaseComponent.sharedProfile && volQualityComponent.sharedProfile)
{
Debug.Log(message: "Updated volumes:\n" +

}
}
#if UNITY_EDITOR
private void LoadVolEditor(int index)
{
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("Loading volumes in editor.");
var assetRef = qualityVolumes[index];
var obj = assetRef.editorAsset;
volQualityComponent.sharedProfile = obj as VolumeProfile;
}
#endif
private IEnumerator LoadAndApplyQualityVolume(int index)
{
var volLoading = qualityVolumes[index].LoadAssetAsync<VolumeProfile>();
yield return volLoading;
volQualityComponent.sharedProfile = volLoading.Result;
}
#if UNITY_EDITOR
/// <summary>
/// Editor Injection
/// </summary>
#if UNITY_EDITOR
[InitializeOnLoad]
internal class InjectDefaultVolume : IProcessSceneWithReport
{

{
Object.DestroyImmediate(vol);
}
EditorApplication.delayCall += () => { CreateVolumeManager(HideFlags.HideAndDontSave); };
CreateVolumeManager(HideFlags.HideAndDontSave);
//EditorApplication.delayCall += () => { CreateVolumeManager(HideFlags.HideAndDontSave); };
EditorApplication.playModeStateChanged += StateChange;
}

CreateVolumeManager(HideFlags.HideAndDontSave);
break;
case PlayModeStateChange.ExitingEditMode:
if (DefaultVolume.Instance != null)
DefaultVolume.SafeDestroy();
Utility.SafeDestroy(DefaultVolume.Instance);
break;
case PlayModeStateChange.EnteredPlayMode:
break;

_vol.hideFlags = flags;
}
}
#endif

6
Assets/Scripts/System/Benchmark.cs


public static void EndBenchmark()
{
if (_settings.exitOnCompletion)
if (_settings != null && _settings.exitOnCompletion)
{
AppSettings.ExitGame();
}

#if UNITY_EDITOR
static BenchmarkTool()
{
EditorApplication.playModeStateChanged += Cleanup;
//EditorApplication.playModeStateChanged += Cleanup;
}
[MenuItem("Boat Attack/Benchmark/Island Flythrough")]

true,
true,
BenchmarkType.Track);
CreateBenchmark(settings);
//CreateBenchmark(settings);
}
private static void Cleanup(PlayModeStateChange state)

18
Assets/Scripts/System/PerfomanceStats.cs


// Frame time stats
private List<PerfBasic> _stats;
public PerfBasic Stats => _stats[_runNumber - 1];
private PerfBasic Stats => _stats[_runNumber - 1];
private List<float> samples = new List<float>();
private int totalSamples = 250;
private int curFrame = 0;

private string debugInfo;
private void OnEnable()
private void Start()
CreateTextGUI();
}
private void Update () {

$"AvgFrametime:<b>{Stats.AvgMs:#0.00}ms</b> " +
$"MinFrametime:<b>{Stats.MinMs*1000:#0.00}ms</b>(frame <b>{Stats.MinMSFrame}</b>) " +
$"MaxFrametime:<b>{Stats.MaxMs*1000:#0.00}ms</b>(frame <b>{Stats.MaxMSFrame}</b>)";
frametimeDisplay.text = $"<b><size=50>Boat Attack Benchmark</size></b>\n{debugInfo}";
frametimeDisplay.text = $"<b><size=50>{Application.productName} Benchmark</size></b>\n{debugInfo}";
}
private void ResetRun()

Stats.AvgMs *= 1000;
}
private void CreateTextGUI()
{
var textGo = new GameObject("perfText", new []{typeof(Text)});
textGo.transform.SetParent(AppSettings.ConsoleCanvas.transform, true);
frametimeDisplay = textGo.GetComponent<Text>();
var rectTransform = frametimeDisplay.rectTransform;
rectTransform.anchorMin = rectTransform.sizeDelta = rectTransform.anchoredPosition = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
frametimeDisplay.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
}

28
Assets/Scripts/Utility/Utility.cs


using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using Object = UnityEngine.Object;
namespace BoatAttack
{

if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Quality level changed:{lastQualityLevel} to {curLevel}");
QualityLevelChange?.Invoke(lastQualityLevel, curLevel);
var realIndex = GetTrueQualityLevel(curLevel);
QualityLevelChange?.Invoke(curLevel, realIndex);
}
public static int GetTrueQualityLevel()
{
return GetTrueQualityLevel(QualitySettings.GetQualityLevel());
}
public static int GetTrueQualityLevel(int level)
{
return ConstantData.QualityLevels.IndexOf(QualitySettings.names[level]);
}
public static void SafeDestroy(Object obj)
{
if (obj != null)
{
#if UNITY_EDITOR
Object.DestroyImmediate(obj);
return;
#else
Object.Destroy(obj);
return;
#endif
}
}
}

451
Assets/scenes/Testing/benchmark_island-flythrough.unity


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