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add a new test scene with less material change

/batch_rendering
Arnaud Carre 8 年前
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bce577f1
共有 13 个文件被更改,包括 539 次插入1721 次删除
  1. 90
      Assets/BasicRenderBatching/Prefabs/Capsule.prefab
  2. 90
      Assets/BasicRenderBatching/Prefabs/cube.prefab
  3. 90
      Assets/BasicRenderBatching/Prefabs/cylinder.prefab
  4. 90
      Assets/BasicRenderBatching/Prefabs/sphere.prefab
  5. 43
      Assets/BasicRenderBatching/Scripts/MiniProfiler.cs
  6. 6
      Assets/BasicRenderBatching/Scripts/PopulateScene.cs
  7. 21
      Assets/TestScenes/HDTest/Editor/Generator.cs
  8. 1001
      Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
  9. 182
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron51.mat
  10. 22
      ProjectSettings/EditorBuildSettings.asset
  11. 187
      ProjectSettings/QualitySettings.asset
  12. 430
      Assets/BasicRenderBatching/LightingBatchingProbe_small.unity
  13. 8
      Assets/BasicRenderBatching/LightingBatchingProbe_small.unity.meta

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43
Assets/BasicRenderBatching/Scripts/MiniProfiler.cs


new RecorderEntry() { name="RenderLoop.Draw" },
// new RecorderEntry() { name="BatchRenderer.Flush" },
new RecorderEntry() { name="Shadows.Draw" },
new RecorderEntry() { name="BatchRenderer.RenderBatch" },
new RecorderEntry() { name="Map_PerDraw_Buffer" },
new RecorderEntry() { name="Unmap_PerDraw_Buffer" },
new RecorderEntry() { name="DrawBuffersBatchMode" },
new RecorderEntry() { name="DrawBatchIndexed" },
new RecorderEntry() { name="PerformFlushProperties" },
new RecorderEntry() { name="Camera.Render" },
new RecorderEntry() { name="GUI.Repaint" },
new RecorderEntry() { name="PrepareValues" },
new RecorderEntry() { name="ApplyGpuProgram" },
new RecorderEntry() { name="WriteParameters" },
new RecorderEntry() { name="FlushBuffers" },
new RecorderEntry() { name="BindBuffers" },
new RecorderEntry() { name="Gfx.ProcessCommand" },
new RecorderEntry() { name="gBatchGBufferObj" },
new RecorderEntry() { name="gBatchGBufferBatch" },
new RecorderEntry() { name="gBatchShadowObj" },
new RecorderEntry() { name="gBatchShadowBatch" },
};
/*
new RecorderEntry() { name="Map_PerDraw_Buffer" },
new RecorderEntry() { name="Unmap_PerDraw_Buffer" },
new RecorderEntry() { name="DrawBuffersBatchMode" },
new RecorderEntry() { name="DrawBatchIndexed" },
new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" },
new RecorderEntry() { name="PerformFlushProperties" },
*/
/*
new RecorderEntry() { name="Camera.Render" },
new RecorderEntry() { name="GUI.Repaint" },
new RecorderEntry() { name="PrepareValues" },
new RecorderEntry() { name="ApplyGpuProgram" },
new RecorderEntry() { name="WriteParameters" },
new RecorderEntry() { name="FlushBuffers" },
new RecorderEntry() { name="BindBuffers" },
new RecorderEntry() { name="Gfx.ProcessCommand" },
*/
};
void Awake()
{

6
Assets/BasicRenderBatching/Scripts/PopulateScene.cs


public static bool m_Use8Textures = false;
private GameObject[] m_Objects; //
private Material[] m_Materials; //
private GameObject[] m_Objects; //
private Material[] m_Materials; //
// Use this for initialization
void Start()

m_Objects[iIndex] = Instantiate(m_ObjectsPrefab[r], vPos, m_CenterPoint.rotation) as GameObject;
/*
Renderer renderer = m_Objects[iIndex].GetComponent<Renderer>();
Material mat;
if ( m_Use8Textures )

renderer.material = mat;
// renderer.material.InitUniformBuffers();
m_Materials[iIndex] = renderer.material;
*/
iIndex++;
}

21
Assets/TestScenes/HDTest/Editor/Generator.cs


int r = Random.Range(0, 3 + 1);
GameObject obj = GameObject.Instantiate(m_ObjectsPrefab[Random.Range(0, 4)], vPos, Quaternion.identity) as GameObject;
/*
Renderer renderer = obj.GetComponent<Renderer>();
Renderer renderer = obj.GetComponent<Renderer>();
int matN = 0; // Random.Range(0, 4)
Material mat = Material.Instantiate(m_MaterialPrefab[matN]);
int matN = 0; // Random.Range(0, 4)
Material mat = Material.Instantiate(m_MaterialPrefab[matN]);
// Material mat = Material.Instantiate(chromeMat);
// Material mat = Material.Instantiate(chromeMat);
Color oColor = new Color(Random.value, Random.value, Random.value, 1.0f);
mat.SetColor("_BaseColor", oColor);
Color oColor = new Color(Random.value, Random.value, Random.value, 1.0f);
mat.SetColor("_BaseColor", oColor);
mat.SetTexture("_BaseColorMap", m_TexturesPrefab[Random.Range(0, 4)]);
mat.SetTexture("_BaseColorMap", m_TexturesPrefab[Random.Range(0, 4)]);
renderer.material = mat;
// renderer.material.InitUniformBuffers();
renderer.material = mat;
// renderer.material.InitUniformBuffers();
*/
}
}
}

1001
Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
文件差异内容过多而无法显示
查看文件

182
Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron51.mat


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22
ProjectSettings/EditorBuildSettings.asset


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Assets/BasicRenderBatching/LightingBatchingProbe_small.unity
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