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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3.4 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
public class MiniProfiler : MonoBehaviour {
public bool m_Enable = false;
private int frameCount = 0;
private const int kAverageFrameCount = 64;
private float m_AccDeltaTime;
private float m_AvgDeltaTime;
internal class RecorderEntry
{
public string name;
public float time;
public int count;
public float avgTime;
public float avgCount;
public float accTime;
public int accCount;
public Recorder recorder;
};
RecorderEntry[] recordersList =
{
new RecorderEntry() { name="RenderLoop.Draw" },
new RecorderEntry() { name="CullScriptable" },
new RecorderEntry() { name="Gfx.WaitForPresent" }
};
void Awake()
{
for (int i=0;i<recordersList.Length;i++)
{
var sampler = Sampler.Get(recordersList[i].name);
if ( sampler != null )
{
recordersList[i].recorder = sampler.GetRecorder();
}
}
}
void Update()
{
if (m_Enable)
{
// get timing & update average accumulators
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].time = recordersList[i].recorder.elapsedNanoseconds / 1000000.0f;
recordersList[i].count = recordersList[i].recorder.sampleBlockCount;
recordersList[i].accTime += recordersList[i].time;
recordersList[i].accCount += recordersList[i].count;
}
m_AccDeltaTime += Time.deltaTime;
frameCount++;
// time to time, update average values & reset accumulators
if (frameCount >= kAverageFrameCount)
{
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].avgTime = recordersList[i].accTime * (1.0f / kAverageFrameCount);
recordersList[i].avgCount = recordersList[i].accCount * (1.0f / kAverageFrameCount);
recordersList[i].accTime = 0.0f;
recordersList[i].accCount = 0;
}
m_AvgDeltaTime = m_AccDeltaTime / kAverageFrameCount;
m_AccDeltaTime = 0.0f;
frameCount = 0;
}
}
}
void OnGUI()
{
if (m_Enable)
{
GUI.color = new Color(0, 0.54f, 1, 0.8f);
float w = 500, h = 140;
GUILayout.BeginArea(new Rect(10, 10, w, h), "Mini Profiler", GUI.skin.window);
GUI.color = new Color(1, 0.9f, 0.3f, 1f);
float avgMs = m_AvgDeltaTime * 1000.0f;
float avgWait = recordersList[2].avgTime;
string sLabel = System.String.Format("<b>Total {0:F2} FPS ({1:F2}ms)</b>\n", 1.0f / m_AvgDeltaTime, avgMs);
sLabel += System.String.Format("<b>CPU {0:F2}ms</b>\n", avgMs - avgWait);
sLabel += System.String.Format("<b>GPU(guess) {0:F2}ms</b>\n", avgWait);
for (int i = 0; i < recordersList.Length; i++)
{
sLabel += string.Format("{0:F2}ms (*{1:F2})\t({2:F2}ms *{3:F2})\t<b>{4}</b>\n", recordersList[i].avgTime, recordersList[i].avgCount, recordersList[i].time, recordersList[i].count, recordersList[i].name);
}
GUILayout.Label(sLabel);
GUILayout.EndArea();
}
}
}