using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using Object = System.Object; namespace BoatAttack { [ExecuteAlways] public class AppSettings : MonoBehaviour { public enum RenderRes { _Native, _1440p, _1080p, _720p } public enum Framerate { _30, _60, _120 } [Header("Resolution Settings")] public RenderRes maxRenderSize = RenderRes._720p; public bool variableResolution = false; [Range(0f, 1f)] public float axisBias = 0.5f; public float minScale = 0.5f; public Framerate targetFramerate = Framerate._30; private float currentDynamicScale = 1.0f; private float maxScale = 1.0f; [Header("Quality Level Settings")] public Volume qualityVolume; public VolumeProfile[] qualityVolumeProfiles = new VolumeProfile[3]; private int qualityLevel; // Use this for initialization void Awake() { Initialize(); SetRenderScale(); } void Initialize() { Application.targetFrameRate = 300; qualityLevel = QualitySettings.GetQualityLevel(); qualityVolume.profile = qualityVolumeProfiles[qualityLevel]; } private void Start() { var obj = GameObject.Find("[Debug Updater]"); if(obj != null) Destroy(obj); } void SetRenderScale() { float res; switch (maxRenderSize) { case RenderRes._720p: res = 1280f; break; case RenderRes._1080p: res = 1920f; break; case RenderRes._1440p: res = 2560f; break; default: res = Camera.main.pixelWidth; break; } var renderScale = Mathf.Clamp(res / Camera.main.pixelWidth, 0.1f, 1.0f); maxScale = renderScale; UniversalRenderPipeline.asset.renderScale = renderScale; } void UpdateQualitySettings(int level) { qualityLevel = level; qualityVolume.profile = qualityVolumeProfiles[level]; } private void Update() { var level = QualitySettings.GetQualityLevel(); if(level != qualityLevel) UpdateQualitySettings(level); if (variableResolution) { Camera.main.allowDynamicResolution = true; var offset = 0f; var currentFrametime = Time.deltaTime; var rate = 0.1f; switch (targetFramerate) { case Framerate._30: offset = currentFrametime > (1000f / 30f) ? -rate : rate; break; case Framerate._60: offset = currentFrametime > (1000f / 30f) ? -rate : rate; break; case Framerate._120: offset = currentFrametime > (1000f / 120f) ? -rate : rate; break; } currentDynamicScale = Mathf.Clamp(currentFrametime + offset, minScale, 1f); var offsetVec = new Vector2(Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01((1 - axisBias) * 2f)), Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01(axisBias * 2f))); ScalableBufferManager.ResizeBuffers(offsetVec.x, offsetVec.y); } else { Camera.main.allowDynamicResolution = false; } } public void ToggleSRPBatcher(bool enabled) { UniversalRenderPipeline.asset.useSRPBatcher = enabled; } } }