Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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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;
}
}
}