- Fixed a few types (frame time, light loop settings)
{
m_DebugDisplayStatsItems = new DebugUI.Widget[]
new DebugUI.Value { displayName = "Frame Rate", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Rate (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
new DebugUI.Value { displayName = "Frame Rate (fps)", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Time (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
};
var panel = DebugManager.instance.GetPanel(k_PanelDisplayStats, true);
widgets.AddRange(new[]
new DebugUI.Container
new DebugUI.Foldout
displayName = "Lighting Settings",
displayName = "Light Loop Settings",
children =
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
List<DebugUI.Widget> widgets = new List<DebugUI.Widget>();
widgets.AddRange(
new DebugUI.Widget[]
displayName = "Rendering Passes",
new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
}
},
displayName = "Rendering Settings",
new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
displayName = "XR Settings",