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.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
namespace UnityEngine.Experimental.Rendering
{
public class MiniProfiler : MonoBehaviour
{
private bool m_Enable = true;
private bool m_CurrentBatcherEnable = false;
private const float kAverageStatDuration = 1.0f; // stats refresh each second
private int m_frameCount;
private float m_AccDeltaTime;
private string m_statsLabel;
private GUIStyle m_style;
internal class RecorderEntry
{
public string name;
public int callCount;
public float accTime;
public Recorder recorder;
};
enum SRPBMarkers
{
kStdRenderDraw,
kStdShadowDraw,
kSRPBRenderDraw,
kSRPBShadowDraw,
kRenderThreadIdle,
kStdFlush,
kSRPBFlush,
};
RecorderEntry[] recordersList =
{
// Warning: Keep that list in the exact same order than SRPBMarkers enum
new RecorderEntry() { name="RenderLoop.Draw" },
new RecorderEntry() { name="Shadows.Draw" },
new RecorderEntry() { name="RenderLoopNewBatcher.Draw" },
new RecorderEntry() { name="ShadowLoopNewBatcher.Draw" },
new RecorderEntry() { name="RenderLoopDevice.Idle" },
new RecorderEntry() { name="BatchRenderer.Flush" },
new RecorderEntry() { name="SRPBatcher.Flush" },
};
void Awake()
{
for (int i = 0; i < recordersList.Length; i++)
{
var sampler = Sampler.Get(recordersList[i].name);
if (sampler.isValid)
recordersList[i].recorder = sampler.GetRecorder();
}
m_style =new GUIStyle();
m_style.fontSize = 30;
m_style.normal.textColor = Color.white;
ResetStats();
}
void RazCounters()
{
m_AccDeltaTime = 0.0f;
m_frameCount = 0;
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].accTime = 0.0f;
recordersList[i].callCount = 0;
}
}
void ResetStats()
{
m_statsLabel = "Gathering data...";
RazCounters();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.F9))
{
LightweightRenderPipeline.asset.useSRPBatcher = !LightweightRenderPipeline.asset.useSRPBatcher;
}
if (Input.GetKeyDown(KeyCode.F8))
{
m_Enable = !m_Enable;
ResetStats();
}
if ( m_CurrentBatcherEnable != LightweightRenderPipeline.asset.useSRPBatcher )
{
ResetStats();
m_CurrentBatcherEnable = LightweightRenderPipeline.asset.useSRPBatcher;
}
if (m_Enable)
{
bool SRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching;
m_AccDeltaTime += Time.unscaledDeltaTime;
m_frameCount++;
// get timing & update average accumulators
for (int i = 0; i < recordersList.Length; i++)
{
if (recordersList[i].recorder != null)
{
recordersList[i].accTime += recordersList[i].recorder.elapsedNanoseconds / 1000000.0f; // acc time in ms
recordersList[i].callCount += recordersList[i].recorder.sampleBlockCount;
}
}
if (m_AccDeltaTime >= kAverageStatDuration)
{
float ooFrameCount = 1.0f / (float)m_frameCount;
float avgStdRender = recordersList[(int)SRPBMarkers.kStdRenderDraw].accTime * ooFrameCount;
float avgStdShadow = recordersList[(int)SRPBMarkers.kStdShadowDraw].accTime * ooFrameCount;
float avgSRPBRender = recordersList[(int)SRPBMarkers.kSRPBRenderDraw].accTime * ooFrameCount;
float avgSRPBShadow = recordersList[(int)SRPBMarkers.kSRPBShadowDraw].accTime * ooFrameCount;
float RTIdleTime = recordersList[(int)SRPBMarkers.kRenderThreadIdle].accTime * ooFrameCount;
m_statsLabel = string.Format("Accumulated time for RenderLoop.Draw and ShadowLoop.Draw (all threads)\n{0:F2}ms CPU Rendering time ( incl {1:F2}ms RT idle )\n", avgStdRender + avgStdShadow + avgSRPBRender + avgSRPBShadow, RTIdleTime);
if (SRPBatcher)
{
m_statsLabel += string.Format(" {0:F2}ms SRP Batcher code path ({1} flush(s))\n", avgSRPBRender + avgSRPBShadow, recordersList[(int)SRPBMarkers.kSRPBFlush].callCount / (int)m_frameCount);
m_statsLabel += string.Format(" {0:F2}ms All objects\n", avgSRPBRender);
m_statsLabel += string.Format(" {0:F2}ms Shadows\n", avgSRPBShadow);
}
m_statsLabel += string.Format(" {0:F2}ms Standard code path ({1} flush(s))\n", avgStdRender + avgStdShadow, recordersList[(int)SRPBMarkers.kStdFlush].callCount / (int)m_frameCount);
m_statsLabel += string.Format(" {0:F2}ms All objects\n", avgStdRender);
m_statsLabel += string.Format(" {0:F2}ms Shadows\n", avgStdShadow);
m_statsLabel += string.Format("Global Main Loop: {0:F2}ms ({1} FPS)\n", m_AccDeltaTime * 1000.0f * ooFrameCount, (int)(((float)m_frameCount) / m_AccDeltaTime));
RazCounters();
}
}
}
void OnGUI()
{
if (m_Enable)
{
bool SRPBatcher = LightweightRenderPipeline.asset.useSRPBatcher;
// GUI.skin.label.fontSize = 15;
GUI.color = new Color(1, 1, 1, 1);
float w = 1000, h = 356;
if ( SRPBatcher )
GUILayout.BeginArea(new Rect(32, 50, w, h), "(SRP batcher ON)", GUI.skin.window);
else
GUILayout.BeginArea(new Rect(32, 50, w, h), "(SRP batcher OFF)", GUI.skin.window);
GUILayout.Label(m_statsLabel, m_style);
GUILayout.EndArea();
}
}
}
}