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License: MIT License
Unity 特效性能分析工具
License: MIT License
我拖了个特效在场景,右键-特效-测试。运行起来后,Game视图看不到东西。OverDraw的数据也没有,我断点看,就是RT里面没有任何像素,都是空的。其他粒子数据是有的。请问下要咋解决下呢。
建议增加支持的 Unity 版本信息。
在使用 Unity 5.6.6f2 导入项目后,有编译错误,去除未定义的枚举修正。
运行后发现使用反射调用的 API ParticleSystem.CalculateEffectUIData 不存在。
hello打扰了,想请教下OverDraw计算这个是怎么用的呢?
我看代码,在EffectEvla.cs中,IsEmptyPix()函数判断是否为空像素,是判断r b g是否都等于0。
我看意思,这个应该就是要把除了特效,剩下背景颜色都当成(0,0,0)。
于是我把摄像机的 Background Type设置为 Solid Color,然后Background的rgb颜色设置为 (0,0,0)。
但是我运行起来发现,黑色背景的颜色值为 (0.03137255f, 0.03137255f, 0.03137255f),不为 (0,0,0)
导致OverDraw计算时,每帧的pixTotal 都是整个屏幕像素(1280x720 = 921600),然后实际绘制的像素 pixActualDraw 也跟这个值差不多,导致OverDraw的值一直是1 。
我把 IsEmptyPix() 判断是否为空像素,改成判断r b g是否都等于0.03137255f。
但是 OverDraw 会很大,就感觉好像g值不太对。
请问是我这个使用方式有问题吗?
建议使用 MIT 开源协议 The MIT License | Open Source Initiative
MIT 开源协议对商业友好。
如题,
通过GPU Usage下ParticleSystem.Draw的GPU耗时,统计特效耗时,并通过一定比例直接预估安卓环境下耗时,是否可行.
如题。
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