├── .gitattributes
├── .gitignore
├── Assets
├── ParticleEffectProfiler.meta
└── ParticleEffectProfiler
│ ├── Examples.meta
│ ├── Examples
│ ├── Effect.meta
│ ├── Effect
│ │ ├── Fbx.meta
│ │ ├── Fbx
│ │ │ ├── SuLing_FBX_zhuiti_001.FBX
│ │ │ ├── SuLing_FBX_zhuiti_001.FBX.meta
│ │ │ ├── SuLing_Fbx_pian_002.FBX
│ │ │ ├── SuLing_Fbx_pian_002.FBX.meta
│ │ │ ├── daoguang01.FBX
│ │ │ ├── daoguang01.FBX.meta
│ │ │ ├── pian01.FBX
│ │ │ └── pian01.FBX.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── DaiQiang_touming_sl001a.mat
│ │ │ ├── DaiQiang_touming_sl001a.mat.meta
│ │ │ ├── SuLing_mat_daoguang_002_sl001a.mat
│ │ │ ├── SuLing_mat_daoguang_002_sl001a.mat.meta
│ │ │ ├── SuLing_mat_daoguang_008_sl001a.mat
│ │ │ ├── SuLing_mat_daoguang_008_sl001a.mat.meta
│ │ │ ├── SuLing_mat_daoguang_008_sl001b.mat
│ │ │ ├── SuLing_mat_daoguang_008_sl001b.mat.meta
│ │ │ ├── SuLing_mat_daoguang_011_sl001a.mat
│ │ │ ├── SuLing_mat_daoguang_011_sl001a.mat.meta
│ │ │ ├── SuLing_mat_guangdian_001_sl001a.mat
│ │ │ ├── SuLing_mat_guangdian_001_sl001a.mat.meta
│ │ │ ├── SuLing_mat_guangdian_002_sl001a.mat
│ │ │ ├── SuLing_mat_guangdian_002_sl001a.mat.meta
│ │ │ ├── SuLing_mat_guangzhu_011_a1.mat
│ │ │ ├── SuLing_mat_guangzhu_011_a1.mat.meta
│ │ │ ├── SuLing_mat_xuanwo_003_b.mat
│ │ │ ├── SuLing_mat_xuanwo_003_b.mat.meta
│ │ │ ├── SuLing_mat_yan_007_sl001a.mat
│ │ │ ├── SuLing_mat_yan_007_sl001a.mat.meta
│ │ │ ├── skilleff1_2_1_glow.mat
│ │ │ └── skilleff1_2_1_glow.mat.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── Default.mat
│ │ │ ├── Default.mat.meta
│ │ │ ├── Error.shader
│ │ │ ├── Error.shader.meta
│ │ │ ├── Particle Add.shader
│ │ │ └── Particle Add.shader.meta
│ │ ├── Textures.meta
│ │ ├── Textures
│ │ │ ├── 6e71071b.png
│ │ │ ├── 6e71071b.png.meta
│ │ │ ├── DaiQiang_touming.png
│ │ │ ├── DaiQiang_touming.png.meta
│ │ │ ├── SuLing_FX_daoguang_002G.png
│ │ │ ├── SuLing_FX_daoguang_002G.png.meta
│ │ │ ├── SuLing_FX_daoguang_007.png
│ │ │ ├── SuLing_FX_daoguang_007.png.meta
│ │ │ ├── SuLing_FX_daoguang_008.png
│ │ │ ├── SuLing_FX_daoguang_008.png.meta
│ │ │ ├── SuLing_FX_guang_022.png
│ │ │ ├── SuLing_FX_guang_022.png.meta
│ │ │ ├── SuLing_FX_guangdian_001.png
│ │ │ ├── SuLing_FX_guangdian_001.png.meta
│ │ │ ├── SuLing_FX_guangdian_002.png
│ │ │ ├── SuLing_FX_guangdian_002.png.meta
│ │ │ ├── SuLing_FX_guangzhu_011.png
│ │ │ ├── SuLing_FX_guangzhu_011.png.meta
│ │ │ ├── SuLing_FX_xuanwo_003.png
│ │ │ ├── SuLing_FX_xuanwo_003.png.meta
│ │ │ ├── SuLing_FX_yan_004.png
│ │ │ └── SuLing_FX_yan_004.png.meta
│ │ ├── skillfx1_5.prefab
│ │ └── skillfx1_5.prefab.meta
│ ├── EffectEvla.unity
│ └── EffectEvla.unity.meta
│ ├── Tools.meta
│ └── Tools
│ ├── Scripts.meta
│ ├── Scripts
│ ├── Editor.meta
│ ├── Editor
│ │ ├── MyParticleEffectUI.cs
│ │ ├── MyParticleEffectUI.cs.meta
│ │ ├── TestParticleEffect.cs
│ │ └── TestParticleEffect.cs.meta
│ ├── EffectEvla.cs
│ ├── EffectEvla.cs.meta
│ ├── EffectEvlaData.cs
│ ├── EffectEvlaData.cs.meta
│ ├── GetParticleEffectData.cs
│ ├── GetParticleEffectData.cs.meta
│ ├── ParticleEffectCurve.cs
│ ├── ParticleEffectCurve.cs.meta
│ ├── ParticleEffectScript.cs
│ ├── ParticleEffectScript.cs.meta
│ ├── SingleEffectEvla.cs
│ └── SingleEffectEvla.cs.meta
│ ├── Shaders.meta
│ └── Shaders
│ ├── OverDraw.shader
│ └── OverDraw.shader.meta
├── Document
├── QQ图片20190126171957.png
├── QQ图片20190823003254.png
├── QQ截图20190126164833.png
├── QQ截图20190126165417.png
├── QQ截图20190126174326.png
├── QQ截图20190126174337.png
├── QQ截图20190126174343.png
└── QQ截图20190910215020.png
├── LICENSE
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── UnityPackageManager
└── manifest.json
/.gitattributes:
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57 | m_Floats:
58 | - _BumpScale: 1
59 | - _Cutoff: 0.5
60 | - _DetailNormalMapScale: 1
61 | - _DstBlend: 0
62 | - _GlossMapScale: 1
63 | - _Glossiness: 0.5
64 | - _GlossyReflections: 1
65 | - _Metallic: 0
66 | - _Mode: 0
67 | - _OcclusionStrength: 1
68 | - _Parallax: 0.02
69 | - _SmoothnessTextureChannel: 0
70 | - _SpecularHighlights: 1
71 | - _SrcBlend: 1
72 | - _UVSec: 0
73 | - _ZWrite: 1
74 | m_Colors:
75 | - _Color: {r: 1, g: 1, b: 1, a: 1}
76 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
77 |
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1 | Shader "ParticleEffectProfiler/Error"
2 | {
3 | Properties{}
4 | SubShader
5 | {
6 | Tags { "RenderType"="Opaque" }
7 | LOD 100
8 |
9 | Pass
10 | {
11 | CGPROGRAM
12 | #pragma vertex vert
13 | #pragma fragment frag
14 |
15 | #include "UnityCG.cginc"
16 |
17 | struct appdata
18 | {
19 | float4 vertex : POSITION;
20 | };
21 |
22 | struct v2f
23 | {
24 | float4 vertex : SV_POSITION;
25 | };
26 |
27 | sampler2D _MainTex;
28 | float4 _MainTex_ST;
29 |
30 | v2f vert (appdata v)
31 | {
32 | v2f o;
33 | o.vertex = UnityObjectToClipPos(v.vertex);
34 | return o;
35 | }
36 |
37 | fixed4 frag (v2f i) : SV_Target
38 | {
39 | return fixed4(1, 0,0, 1);
40 | }
41 | ENDCG
42 | }
43 | }
44 | }
45 |
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1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "ParticleEffectProfiler/Particles Add" {
4 | Properties {
5 | _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
6 | _MainTex ("Particle Texture", 2D) = "white" {}
7 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
8 |
9 | [Space(10)]
10 | [Header(if you want effect to be displayed on the screen all the time please set Zwrite to off and set ZTest to Never)]
11 | [Enum(Off, 0, On, 1)] _ZWrite ("想特效不被地面遮挡:Off;否则设置On;(zw)", Float) = 1 //声明外部控制开关
12 | [Enum(Off, 0, On, 4)] _ZTest2 ("想特效不被地面遮挡:Off;否则On;(zt)", Float) = 4 //声明外部控制开关
13 | [Space(10)]
14 |
15 | [Enum(add, 1, blend, 10)] _DstBlend2 ("add模式:add;blend模式:blend", Float) = 1 //声明外部控制开关
16 |
17 | [Space(10)]
18 | //[Toggle] _NOALPHACHANNEL ("勾选以黑色做透明", Float) = 0
19 |
20 | [KeywordEnum(NO, YES)] _NOALPHACHANNEL2 ("以黑色做透明", Float) = 0
21 |
22 | [Space(10)]
23 |
24 | [KeywordEnum(NO, YES)] _ISAPPLYFOG2 ("受雾效影响", Float) = 0
25 | //[Toggle] _ISAPPLYFOG ("勾选受雾效影响", Float) = 0
26 | }
27 |
28 | Category {
29 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
30 |
31 | Blend SrcAlpha [_DstBlend2]
32 | ZTest [_ZTest2]
33 | ZWrite [_ZWrite]
34 |
35 | //AlphaTest Greater .01
36 |
37 | //ColorMask RGB
38 | Cull Off
39 | Lighting Off
40 |
41 | //Fog { Mode Off }
42 |
43 | SubShader {
44 |
45 | Stencil
46 | {
47 | Ref [_Stencil]
48 | Comp [_StencilComp]
49 | Pass [_StencilOp]
50 | ReadMask [_StencilReadMask]
51 | WriteMask [_StencilWriteMask]
52 | }
53 |
54 | Pass {
55 |
56 | CGPROGRAM
57 | #pragma exclude_renderers ps3 xbox360 flash xboxone ps4 psp2
58 | #pragma fragmentoption ARB_precision_hint_fastest
59 | #pragma vertex vert
60 | #pragma fragment frag
61 | #pragma multi_compile_particles
62 |
63 | //#pragma shader_feature _NOALPHACHANNEL_ON
64 | //#pragma shader_feature _ISAPPLYFOG_ON
65 | #pragma multi_compile _ISAPPLYFOG2_NO _ISAPPLYFOG2_YES
66 | #pragma multi_compile _NOALPHACHANNEL2_NO _NOALPHACHANNEL2_YES
67 |
68 | #include "UnityCG.cginc"
69 |
70 | sampler2D _MainTex;
71 | fixed4 _TintColor;
72 |
73 | struct appdata_t {
74 | float4 vertex : POSITION;
75 | fixed4 color : COLOR;
76 | float2 texcoord : TEXCOORD0;
77 | };
78 |
79 | struct v2f {
80 | float4 vertex : SV_POSITION;
81 | fixed4 color : COLOR;
82 | float2 texcoord : TEXCOORD0;
83 |
84 | #if _ISAPPLYFOG2_YES
85 | UNITY_FOG_COORDS(1)
86 | #endif
87 | };
88 |
89 | float4 _MainTex_ST;
90 |
91 | v2f vert (appdata_t v)
92 | {
93 | v2f o;
94 | o.vertex = UnityObjectToClipPos(v.vertex);
95 | o.color = v.color;
96 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
97 |
98 | #if _ISAPPLYFOG2_YES
99 | UNITY_TRANSFER_FOG(o,o.vertex);
100 | #endif
101 |
102 | return o;
103 | }
104 |
105 | float _InvFade;
106 |
107 | fixed4 frag (v2f i) : SV_Target
108 | {
109 |
110 | fixed4 color = tex2D(_MainTex, i.texcoord);
111 |
112 |
113 | #if _NOALPHACHANNEL2_YES
114 | // 扣黑底
115 | color.a = dot(color.rgb, fixed3(0.33, 0.33, 0.33));
116 | #endif
117 |
118 | fixed4 finalColor = 2.0f * i.color * _TintColor * color;
119 |
120 | #if _ISAPPLYFOG2_YES
121 | UNITY_APPLY_FOG(i.fogCoord, finalColor);
122 | #endif
123 |
124 | return finalColor;
125 | }
126 | ENDCG
127 | }
128 | }
129 | }
130 | }
131 |
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/Assets/ParticleEffectProfiler/Tools/Scripts/Editor/MyParticleEffectUI.cs:
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1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | ///
6 | /// 将特效的性能数据显示到Scene
7 | ///
8 | [CustomEditor(typeof(ParticleEffectScript))]
9 | public class MyParticleEffectUI : Editor {
10 |
11 | string[] m_Label = new string[20];
12 |
13 | void OnSceneGUI()
14 | {
15 | ParticleEffectScript particleEffectScript = (ParticleEffectScript)target;
16 |
17 | int index = 0;
18 | m_Label[index] = GetParticleEffectData.GetGetRuntimeMemorySizeStr(particleEffectScript.gameObject);
19 | m_Label[++index] = GetParticleEffectData.GetParticleSystemCount(particleEffectScript.gameObject);
20 |
21 | if (EditorApplication.isPlaying)
22 | {
23 | m_Label[++index] = GetParticleEffectData.GetOnlyParticleEffecDrawCallStr();
24 | m_Label[++index] = GetParticleEffectData.GetParticleCountStr(particleEffectScript);
25 | m_Label[++index] = GetParticleEffectData.GetPixDrawAverageStr(particleEffectScript);
26 | m_Label[++index] = GetParticleEffectData.GetPixActualDrawAverageStr(particleEffectScript);
27 | m_Label[++index] = GetParticleEffectData.GetPixRateStr(particleEffectScript);
28 | }
29 |
30 | ShowUI();
31 | }
32 |
33 | void ShowUI()
34 | {
35 | //开始绘制GUI
36 | Handles.BeginGUI();
37 |
38 | //规定GUI显示区域
39 | GUILayout.BeginArea(new Rect(10, 10, 300, 300));
40 | GUIStyle style = new GUIStyle();
41 | style.richText = true;
42 | style.fontStyle = FontStyle.Bold;
43 |
44 | for (int i = 0; i < m_Label.Length; i++)
45 | {
46 | if (!string.IsNullOrEmpty(m_Label[i]))
47 | {
48 | GUILayout.Label(m_Label[i], style);
49 | }
50 | }
51 |
52 | GUILayout.EndArea();
53 |
54 | Handles.EndGUI();
55 | }
56 |
57 | public override void OnInspectorGUI()
58 | {
59 | base.OnInspectorGUI();
60 |
61 | ParticleEffectScript particleEffectScript = (ParticleEffectScript)target;
62 |
63 | string autoCullingTips = GetParticleEffectData.GetCullingSupportedString(particleEffectScript.gameObject);
64 | if (!string.IsNullOrEmpty(autoCullingTips))
65 | {
66 | GUILayout.Label("ParticleSystem以下选项会导致无法自动裁剪:", EditorStyles.whiteLargeLabel);
67 | GUILayout.Label(autoCullingTips);
68 | }
69 | }
70 | }
71 |
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/Assets/ParticleEffectProfiler/Tools/Scripts/Editor/TestParticleEffect.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | ///
5 | /// 给选中的特效添加脚本的
6 | ///
7 | [InitializeOnLoad]
8 | public static class TestParticleEffect
9 | {
10 | private const string RequestTestKey = "TestParticleEffectRquestTest";
11 | private static bool _hasPlayed;
12 |
13 | [MenuItem("GameObject/特效/测试", false, 11)]
14 | private static void Test()
15 | {
16 | var go = Selection.activeGameObject;
17 | var particleSystemRenderer = GetParticleEffectData.GetComponentByType(go);
18 |
19 | if (particleSystemRenderer.Count == 0)
20 | {
21 | Debug.LogError("不是特效无法测试!");
22 | return;
23 | }
24 |
25 | EditorPrefs.SetBool(RequestTestKey, true);
26 | EditorApplication.isPlaying = true;
27 | }
28 |
29 | static TestParticleEffect()
30 | {
31 | EditorApplication.update += Update;
32 | EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
33 | }
34 |
35 | private static void Update()
36 | {
37 | if (EditorPrefs.HasKey(RequestTestKey) && !_hasPlayed &&
38 | EditorApplication.isPlaying &&
39 | EditorApplication.isPlayingOrWillChangePlaymode)
40 | {
41 | EditorPrefs.DeleteKey(RequestTestKey);
42 | _hasPlayed = true;
43 |
44 | var go = Selection.activeGameObject;
45 |
46 | var particleEffectScript = GetParticleEffectData.GetComponentByType(go);
47 |
48 | if (particleEffectScript.Count == 0)
49 | {
50 | go.AddComponent();
51 | }
52 | }
53 | }
54 |
55 | private static void PlaymodeStateChanged()
56 | {
57 | if (!EditorApplication.isPlaying)
58 | {
59 | _hasPlayed = false;
60 | }
61 | }
62 | }
63 |
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/Assets/ParticleEffectProfiler/Tools/Scripts/EffectEvla.cs:
--------------------------------------------------------------------------------
1 | #if UNITY_EDITOR
2 | using System;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 |
7 | ///
8 | /// 主要用于计算overdraw像素
9 | ///
10 | public class EffectEvla
11 | {
12 | public Camera _camera;
13 | SingleEffectEvla singleEffectEvla;
14 | public float time = 0;
15 |
16 | public virtual void Init(Camera camera)
17 | {
18 | SetCamera(camera);
19 | }
20 |
21 | public void InitData()
22 | {
23 | singleEffectEvla = new SingleEffectEvla(1);
24 | }
25 |
26 | public void SetEffectObj(GameObject go)
27 | {
28 | singleEffectEvla.SetEffectObj(go);
29 | }
30 |
31 | public void SetCamera(Camera camera)
32 | {
33 | _camera = camera;
34 | camera.SetReplacementShader(Shader.Find("ParticleEffectProfiler/OverDraw"), "");
35 | }
36 |
37 | public void Update()
38 | {
39 | time += Time.deltaTime;
40 | RecordOverDrawData(singleEffectEvla);
41 | }
42 |
43 | public EffectEvlaData[] GetEffectEvlaData()
44 | {
45 | return singleEffectEvla.GetEffectEvlaDatas();
46 | }
47 |
48 | #region overdraw
49 | public void RecordOverDrawData(SingleEffectEvla singleEffectEvla)
50 | {
51 | long pixTotal = 0;
52 | long pixActualDraw = 0;
53 |
54 | GetCameraOverDrawData(out pixTotal, out pixActualDraw);
55 |
56 | // 往数据+1
57 | singleEffectEvla.UpdateOneData(pixTotal, pixActualDraw);
58 | }
59 |
60 | public void GetCameraOverDrawData(out long pixTotal, out long pixActualDraw)
61 | {
62 | RenderTexture activeTextrue = RenderTexture.active;
63 | RenderTexture rt = new RenderTexture(512, 512, 0, RenderTextureFormat.ARGB32);
64 | _camera.targetTexture = rt;
65 | _camera.Render();
66 | RenderTexture.active = rt;
67 | Texture2D texture = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);
68 | texture.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
69 |
70 | GetOverDrawData(texture, out pixTotal, out pixActualDraw);
71 |
72 | RenderTexture.active = activeTextrue;
73 | Texture2D.DestroyImmediate(texture);
74 | rt.Release();
75 | _camera.targetTexture = null;
76 | }
77 |
78 | public void GetOverDrawData(Texture2D texture, out long pixTotal, out long pixActualDraw)
79 | {
80 | var texw = texture.width;
81 | var texh = texture.height;
82 |
83 | var pixels = texture.GetPixels();
84 |
85 | int index = 0;
86 |
87 | pixTotal = 0;
88 | pixActualDraw = 0;
89 |
90 | for (var y = 0; y < texh; y++)
91 | {
92 | for (var x = 0; x < texw; x++)
93 | {
94 | float r = pixels[index].r;
95 | float g = pixels[index].g;
96 | float b = pixels[index].b;
97 |
98 | bool isEmptyPix = IsEmptyPix(r, g, b);
99 | if (!isEmptyPix)
100 | {
101 |
102 | pixTotal++;
103 | }
104 |
105 | int drawThisPixTimes = DrawPixTimes(r, g, b);
106 | pixActualDraw += drawThisPixTimes;
107 |
108 | index++;
109 | }
110 | }
111 | }
112 |
113 |
114 | public int DrawPixTimes(float r, float g, float b)
115 | {
116 | return Convert.ToInt32(g / 0.04);
117 | }
118 |
119 | public bool IsEmptyPix(float r, float g, float b)
120 | {
121 | return r == 0 && g == 0 && b == 0;
122 | }
123 | #endregion
124 | }
125 | #endif
126 |
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/Assets/ParticleEffectProfiler/Tools/Scripts/EffectEvlaData.cs:
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1 | #if UNITY_EDITOR
2 | using System;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 |
7 | ///
8 | /// 处理像素计算
9 | ///
10 | public class EffectEvlaData
11 | {
12 |
13 | public long pixTotal = 0; // n次后的理论上总渲染数
14 | public long pixActualDrawTotal = 0; // n次后的实际上渲染次数
15 | // 总调用渲染次数
16 | public int pixDrawTimes = 0;
17 |
18 | public string effectPath = "";
19 | // 带宽
20 | public int tape = 0;
21 |
22 | public string quality;
23 |
24 | public double GetPixDrawAverage()
25 | {
26 | if (pixDrawTimes == 0)
27 | {
28 | return 0;
29 | }
30 | return pixTotal * 1.0f / pixDrawTimes;
31 | }
32 |
33 | public double GetPixActualDrawAverage()
34 | {
35 | if (pixDrawTimes == 0)
36 | {
37 | return 0;
38 | }
39 | return pixActualDrawTotal * 1.0f / pixDrawTimes;
40 | }
41 |
42 | public double GetPixRate()
43 | {
44 | double pixDrawAverage = GetPixDrawAverage();
45 | if (pixDrawAverage == 0)
46 | {
47 | return 0;
48 | }
49 | return GetPixActualDrawAverage() / GetPixDrawAverage();
50 | }
51 |
52 | public string GetPixDrawAverageStr()
53 | {
54 | return "特效原填充像素点:" + Math.Round(this.GetPixDrawAverage(), 2);
55 | }
56 | public string GetPixActualDrawAverageStr()
57 | {
58 | return "特效实际填充像素点:" + Math.Round(this.GetPixActualDrawAverage(), 2);
59 | }
60 | public string GetPixRateStr()
61 | {
62 | return "平均每像素overdraw率:" + Math.Round(this.GetPixRate(), 2);
63 | }
64 | public string GetTapeStr()
65 | {
66 | return "带宽:" + this.tape;
67 | }
68 | }
69 | #endif
--------------------------------------------------------------------------------
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/Assets/ParticleEffectProfiler/Tools/Scripts/GetParticleEffectData.cs:
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1 | #if UNITY_EDITOR
2 | using System;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using System.Reflection;
6 | using UnityEditor;
7 | using UnityEngine;
8 | using UnityEngine.Profiling;
9 |
10 | ///
11 | /// 处理特效整体相关的数据
12 | ///
13 | public class GetParticleEffectData {
14 |
15 | static int m_MaxDrawCall = 0;
16 |
17 | public static long GetRuntimeMemorySize(GameObject go, out int textureCount)
18 | {
19 | var textures = new List();
20 | textureCount = 0;
21 | long sumSize = 0;
22 |
23 | List meshRendererlist = GetComponentByType(go);
24 |
25 | foreach (ParticleSystemRenderer item in meshRendererlist)
26 | {
27 | if (item.sharedMaterial)
28 | {
29 | Texture texture = item.sharedMaterial.mainTexture;
30 | if (texture && !textures.Contains(texture))
31 | {
32 | textures.Add(texture);
33 | textureCount++;
34 | sumSize = sumSize + GetStorageMemorySize(texture);
35 | }
36 | }
37 | }
38 | return sumSize;
39 | }
40 |
41 | private static int GetStorageMemorySize(Texture texture)
42 | {
43 | return (int)InvokeInternalAPI("UnityEditor.TextureUtil", "GetStorageMemorySize", texture);
44 | }
45 |
46 | private static object InvokeInternalAPI(string type, string method, params object[] parameters)
47 | {
48 | var assembly = typeof(AssetDatabase).Assembly;
49 | var custom = assembly.GetType(type);
50 | var methodInfo = custom.GetMethod(method, BindingFlags.Public | BindingFlags.Static);
51 | return methodInfo != null ? methodInfo.Invoke(null, parameters) : 0;
52 | }
53 |
54 | //获取物体对应的组件,包括子对象
55 | public static List GetComponentByType(GameObject go) where T : Component
56 | {
57 | List list = new List();
58 |
59 | Transform[] grandFa = go.GetComponentsInChildren(true); //true代表可以查隐藏的子物体
60 |
61 | foreach (Transform child in grandFa)
62 | {
63 | foreach (var component in child.GetComponents())
64 | {
65 | if (component.GetType() == typeof(T))
66 | {
67 | list.Add((T)component);
68 | }
69 | }
70 | }
71 | return list;
72 | }
73 |
74 | public static string GetGetRuntimeMemorySizeStr(GameObject go)
75 | {
76 | int maxTextureCount = 5;
77 | int maxMemorySize = 1000 * 1024;
78 | int textureCount;
79 | long memorySize = GetRuntimeMemorySize(go, out textureCount);
80 | string memorySizeStr = EditorUtility.FormatBytes(memorySize);
81 | string maxMemorySizeStr = EditorUtility.FormatBytes(maxMemorySize);
82 |
83 | if (maxMemorySize > memorySize)
84 | memorySizeStr = string.Format("{0}", memorySizeStr);
85 | else
86 | memorySizeStr = string.Format("{0}", memorySizeStr);
87 |
88 | return string.Format("贴图所占用的内存:{0} 建议:<{1}\n贴图数量:{2} 建议:<{3}", memorySizeStr, maxMemorySizeStr, FormatColorMax(textureCount, maxTextureCount), maxTextureCount);
89 | }
90 |
91 | public static string GetParticleSystemCount(GameObject go)
92 | {
93 | int max = 5;
94 | var particleSystems = go.GetComponentsInChildren(true);
95 | return string.Format("特效中所有粒子系统组件数量:{0} 建议:<{1}", FormatColorMax(particleSystems.Length, max), max);
96 | }
97 |
98 | public static int GetOnlyParticleEffecDrawCall()
99 | {
100 | int drawCall = UnityEditor.UnityStats.batches / 2;
101 | if (m_MaxDrawCall particleSystems = GetComponentByType(go);
146 | string text = "";
147 | foreach (ParticleSystem item in particleSystems)
148 | {
149 | string str = CheckCulling(item);
150 | if (!string.IsNullOrEmpty(str))
151 | {
152 | text += item.gameObject.name + ":" + str + "\n\n";
153 | }
154 | }
155 | return text;
156 | }
157 |
158 | static string CheckCulling(ParticleSystem particleSystem)
159 | {
160 | string text = "";
161 | if (particleSystem.collision.enabled)
162 | {
163 | text += "\n勾选了 Collision";
164 | }
165 |
166 | if (particleSystem.emission.enabled)
167 | {
168 | if (particleSystem.emission.rateOverDistance.curveMultiplier != 0)
169 | {
170 | text += "\nEmission使用了Current(非线性运算)";
171 | }
172 | }
173 |
174 | if (particleSystem.externalForces.enabled)
175 | {
176 | text += "\n勾选了 External Forces";
177 | }
178 |
179 | if (particleSystem.forceOverLifetime.enabled)
180 | {
181 | if (GetIsRandomized(particleSystem.forceOverLifetime.x)
182 | || GetIsRandomized(particleSystem.forceOverLifetime.y)
183 | || GetIsRandomized(particleSystem.forceOverLifetime.z)
184 | || particleSystem.forceOverLifetime.randomized)
185 | {
186 | text += "\nForce Over Lifetime使用了Current(非线性运算)";
187 | }
188 | }
189 | if (particleSystem.inheritVelocity.enabled)
190 | {
191 | if (GetIsRandomized(particleSystem.inheritVelocity.curve))
192 | {
193 | text += "\nInherit Velocity使用了Current(非线性运算)";
194 | }
195 | }
196 | if (particleSystem.noise.enabled)
197 | {
198 | text += "\n勾选了 Noise";
199 | }
200 | if (particleSystem.rotationBySpeed.enabled)
201 | {
202 | text += "\n勾选了 Rotation By Speed";
203 | }
204 | if (particleSystem.rotationOverLifetime.enabled)
205 | {
206 | if (GetIsRandomized(particleSystem.rotationOverLifetime.x)
207 | || GetIsRandomized(particleSystem.rotationOverLifetime.y)
208 | || GetIsRandomized(particleSystem.rotationOverLifetime.z))
209 | {
210 | text += "\nRotation Over Lifetime使用了Current(非线性运算)";
211 | }
212 | }
213 | if (particleSystem.shape.enabled)
214 | {
215 | ParticleSystemShapeType shapeType = (ParticleSystemShapeType)particleSystem.shape.shapeType;
216 | switch (shapeType)
217 | {
218 | case ParticleSystemShapeType.Cone:
219 | case ParticleSystemShapeType.ConeVolume:
220 | #if UNITY_2017_1_OR_NEWER
221 | case ParticleSystemShapeType.Donut:
222 | #endif
223 | case ParticleSystemShapeType.Circle:
224 | if(particleSystem.shape.arcMode != ParticleSystemShapeMultiModeValue.Random)
225 | {
226 | text += "\nShape的Circle-Arc使用了Random模式";
227 | }
228 | break;
229 | case ParticleSystemShapeType.SingleSidedEdge:
230 | if (particleSystem.shape.radiusMode != ParticleSystemShapeMultiModeValue.Random)
231 | {
232 | text += "\nShape的Edge-Radius使用了Random模式";
233 | }
234 | break;
235 | default:
236 | break;
237 | }
238 | }
239 | if (particleSystem.subEmitters.enabled)
240 | {
241 | text += "\n勾选了 SubEmitters";
242 | }
243 | if (particleSystem.trails.enabled)
244 | {
245 | text += "\n勾选了 Trails";
246 | }
247 | if (particleSystem.trigger.enabled)
248 | {
249 | text += "\n勾选了 Trigger";
250 | }
251 | if (particleSystem.velocityOverLifetime.enabled)
252 | {
253 | if (GetIsRandomized(particleSystem.velocityOverLifetime.x)
254 | || GetIsRandomized(particleSystem.velocityOverLifetime.y)
255 | || GetIsRandomized(particleSystem.velocityOverLifetime.z))
256 | {
257 | text += "\nVelocity Over Lifetime使用了Current(非线性运算)";
258 | }
259 | }
260 | if (particleSystem.limitVelocityOverLifetime.enabled)
261 | {
262 | text += "\n勾选了 Limit Velocity Over Lifetime";
263 | }
264 | if (particleSystem.main.simulationSpace != ParticleSystemSimulationSpace.Local)
265 | {
266 | text += "\nSimulationSpace 不等于 Local";
267 | }
268 | if (particleSystem.main.gravityModifierMultiplier != 0)
269 | {
270 | text += "\nGravityModifier 不等于0";
271 | }
272 | return text;
273 | }
274 |
275 | static bool GetIsRandomized(ParticleSystem.MinMaxCurve minMaxCurve)
276 | {
277 | bool flag = AnimationCurveSupportsProcedural(minMaxCurve.curveMax);
278 |
279 | bool result;
280 | if (minMaxCurve.mode != ParticleSystemCurveMode.TwoCurves && minMaxCurve.mode != ParticleSystemCurveMode.TwoConstants)
281 | {
282 | result = flag;
283 | }
284 | else
285 | {
286 | bool flag2 = AnimationCurveSupportsProcedural(minMaxCurve.curveMin);
287 | result = (flag && flag2);
288 | }
289 |
290 | return result;
291 | }
292 |
293 | static bool AnimationCurveSupportsProcedural(AnimationCurve curve)
294 | {
295 | //switch (AnimationUtility.IsValidPolynomialCurve(curve)) //保护级别,无法访问,靠
296 | //{
297 | // case AnimationUtility.PolynomialValid.Valid:
298 | // return true;
299 | // case AnimationUtility.PolynomialValid.InvalidPreWrapMode:
300 | // break;
301 | // case AnimationUtility.PolynomialValid.InvalidPostWrapMode:
302 | // break;
303 | // case AnimationUtility.PolynomialValid.TooManySegments:
304 | // break;
305 | //}
306 | return false; //只能默认返回false了
307 | }
308 |
309 | static string FormatColorValue(float value)
310 | {
311 | return string.Format("{0}", value);
312 | }
313 |
314 | static string FormatColorMax(float value, float max)
315 | {
316 | if (max > value)
317 | return string.Format("{0}", value);
318 | else
319 | return string.Format("{0}", value);
320 | }
321 | }
322 | #endif
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/Assets/ParticleEffectProfiler/Tools/Scripts/ParticleEffectCurve.cs:
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1 | #if UNITY_EDITOR
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | ///
7 | /// 折线图
8 | ///
9 | public class ParticleEffectCurve {
10 |
11 | public AnimationCurve animationCurve = new AnimationCurve();
12 |
13 | static int FPS = 30;
14 |
15 | //打点的数量:默认90个
16 | int m_ValueCount = 3 * FPS;
17 |
18 | List m_Values = new List();
19 |
20 | public AnimationCurve UpdateAnimationCurve(float value, bool loop, int second)
21 | {
22 | m_ValueCount = second * FPS;
23 |
24 | if (animationCurve.length > m_ValueCount)
25 | {
26 | for (int i = animationCurve.length-1; i >= m_ValueCount; i--)
27 | {
28 | Debug.Log(i);
29 | animationCurve.RemoveKey(i);
30 | if (i <= m_Values.Count)
31 | {
32 | m_Values.RemoveAt(i);
33 | }
34 | }
35 | }
36 |
37 | if (loop)
38 | {
39 | if (m_Values.Count >= m_ValueCount)
40 | {
41 | m_Values.RemoveAt(0);
42 | }
43 |
44 | m_Values.Add(value);
45 | for (int i = 0; i < m_Values.Count; i++)
46 | {
47 | if (animationCurve.length > i)
48 | {
49 | animationCurve.RemoveKey(i);
50 | }
51 | animationCurve.AddKey(i, m_Values[i]);
52 | }
53 | }
54 | else
55 | {
56 | if (animationCurve.length < m_ValueCount)
57 | {
58 | animationCurve.AddKey(animationCurve.length, value);
59 | }
60 | }
61 |
62 | return animationCurve;
63 | }
64 |
65 | }
66 | #endif
--------------------------------------------------------------------------------
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/Assets/ParticleEffectProfiler/Tools/Scripts/ParticleEffectScript.cs:
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1 | #if UNITY_EDITOR
2 | using System;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using System.Reflection;
6 | using UnityEditor;
7 | using UnityEditorInternal;
8 | using UnityEngine;
9 |
10 | ///
11 | /// 特效性能分析工具的管理类
12 | /// 将此类添加到特效上即可
13 | ///
14 | public class ParticleEffectScript : MonoBehaviour {
15 |
16 | public AnimationCurve 粒子数量 = new AnimationCurve();
17 | public AnimationCurve DrawCall = new AnimationCurve();
18 | public AnimationCurve Overdraw = new AnimationCurve();
19 | //特效是否循环播放
20 | public bool 循环 = false;
21 | [Range(1,10)]
22 | public int 特效运行时间 = 3;
23 |
24 | EffectEvla m_EffectEvla;
25 | ParticleSystem[] m_ParticleSystems;
26 | MethodInfo m_CalculateEffectUIDataMethod;
27 | int m_ParticleCount = 0;
28 | int m_MaxParticleCount = 0;
29 |
30 | ParticleEffectCurve m_CurveParticleCount;
31 | ParticleEffectCurve m_CurveDrawCallCount;
32 | ParticleEffectCurve m_CurveOverdraw;
33 |
34 |
35 | void Awake()
36 | {
37 | Debug.Log("开始测试单个粒子系统");
38 | Application.targetFrameRate = 30;
39 |
40 | m_CurveParticleCount = new ParticleEffectCurve();
41 | m_CurveDrawCallCount = new ParticleEffectCurve();
42 | m_CurveOverdraw = new ParticleEffectCurve();
43 |
44 | m_EffectEvla = new EffectEvla();
45 | m_EffectEvla.Init(Camera.main);
46 | m_EffectEvla.InitData();
47 | m_EffectEvla.SetEffectObj(this.gameObject);
48 | }
49 |
50 | void Start()
51 | {
52 | m_ParticleSystems = GetComponentsInChildren();
53 | #if UNITY_2017
54 | m_CalculateEffectUIDataMethod = typeof(ParticleSystem).GetMethod("CalculateEffectUIData", BindingFlags.Instance | BindingFlags.NonPublic);
55 | #else
56 | m_CalculateEffectUIDataMethod = typeof(ParticleSystem).GetMethod("CountSubEmitterParticles", BindingFlags.Instance | BindingFlags.NonPublic);
57 | #endif
58 | }
59 |
60 | private void LateUpdate()
61 | {
62 | RecordParticleCoun();
63 | m_EffectEvla.Update();
64 |
65 | UpdateParticleCountCurve();
66 | UpdateDrawCallCurve();
67 | UpdateOverdrawCurve();
68 | }
69 |
70 | public EffectEvlaData[] GetEffectEvlaData()
71 | {
72 | return m_EffectEvla.GetEffectEvlaData();
73 | }
74 |
75 | public void RecordParticleCoun()
76 | {
77 | m_ParticleCount = 0;
78 | foreach (var ps in m_ParticleSystems)
79 | {
80 | int count = 0;
81 | #if UNITY_2017
82 | object[] invokeArgs = { count, 0.0f, Mathf.Infinity };
83 | m_CalculateEffectUIDataMethod.Invoke(ps, invokeArgs);
84 | count = (int)invokeArgs[0];
85 | #else
86 | object[] invokeArgs = { count };
87 | m_CalculateEffectUIDataMethod.Invoke(ps, invokeArgs);
88 | count = (int)invokeArgs[0];
89 | count += ps.particleCount;
90 | #endif
91 | m_ParticleCount += count;
92 | }
93 | if (m_MaxParticleCount < m_ParticleCount)
94 | {
95 | m_MaxParticleCount = m_ParticleCount;
96 | }
97 | }
98 |
99 | public int GetParticleCount()
100 | {
101 | return m_ParticleCount;
102 | }
103 | public int GetMaxParticleCount()
104 | {
105 | return m_MaxParticleCount;
106 | }
107 |
108 | void UpdateParticleCountCurve()
109 | {
110 | 粒子数量 = m_CurveParticleCount.UpdateAnimationCurve(m_ParticleCount, 循环, 特效运行时间);
111 | }
112 | void UpdateDrawCallCurve()
113 | {
114 | DrawCall = m_CurveDrawCallCount.UpdateAnimationCurve(GetParticleEffectData.GetOnlyParticleEffecDrawCall(), 循环, 特效运行时间);
115 | }
116 |
117 | void UpdateOverdrawCurve()
118 | {
119 | EffectEvlaData[] effectEvlaData = this.GetEffectEvlaData();
120 | Overdraw = m_CurveOverdraw.UpdateAnimationCurve((float)effectEvlaData[0].GetPixRate(), 循环, 特效运行时间);
121 | }
122 |
123 | //监听apply事件
124 | [InitializeOnLoadMethod]
125 | static void StartInitializeOnLoadMethod()
126 | {
127 | PrefabUtility.prefabInstanceUpdated = delegate(GameObject instance)
128 | {
129 | List particleEffectScript = GetParticleEffectData.GetComponentByType(instance);
130 |
131 | if (particleEffectScript.Count > 0)
132 | {
133 | Debug.LogError("保存前请先删除ParticleEffectScript脚本!");
134 | }
135 | };
136 | }
137 | }
138 | #endif
--------------------------------------------------------------------------------
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/Assets/ParticleEffectProfiler/Tools/Scripts/SingleEffectEvla.cs:
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1 | #if UNITY_EDITOR
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | ///
8 | /// 处理单个特效的像素点
9 | ///
10 | public class SingleEffectEvla {
11 | private ParticleSystem[] _particleSystems;
12 | private EffectEvlaData[] _effectEvlaData;
13 | private int _qualityIndex = 0;
14 | public GameObject _effectObj;
15 | public static string[] Qualitys = { "High", "Middle", "Low" };
16 |
17 | public SingleEffectEvla(int qualityIndex)
18 | {
19 | _effectEvlaData = new EffectEvlaData[Qualitys.Length];
20 | for (int i = 0; i < _effectEvlaData.Length; i++)
21 | {
22 | _effectEvlaData[i] = new EffectEvlaData();
23 | _effectEvlaData[i].quality = Qualitys[i];
24 | }
25 |
26 | ChangeQuality(qualityIndex);
27 | }
28 |
29 | public void SetEffectObj(GameObject go)
30 | {
31 | _effectObj = go;
32 | _particleSystems = _effectObj.GetComponentsInChildren(true);
33 | }
34 |
35 | public void UpdateOneData(long pixDraw, long pixActualDraw)
36 | {
37 | if (pixDraw <= 0 && pixActualDraw <= 0)
38 | {
39 | return;
40 | }
41 | EffectEvlaData effectEvlaData = GetEffectEvlaData();
42 | effectEvlaData.pixTotal = effectEvlaData.pixTotal + pixDraw;
43 | effectEvlaData.pixActualDrawTotal = effectEvlaData.pixActualDrawTotal + pixActualDraw;
44 | effectEvlaData.pixDrawTimes = effectEvlaData.pixDrawTimes + 1;
45 | }
46 |
47 | public EffectEvlaData GetEffectEvlaData()
48 | {
49 | return _effectEvlaData[_qualityIndex-1];
50 | }
51 |
52 | public EffectEvlaData[] GetEffectEvlaDatas()
53 | {
54 | return _effectEvlaData;
55 | }
56 |
57 | public void ChangeQuality(int qualityIndex)
58 | {
59 | _qualityIndex = qualityIndex;
60 | }
61 | }
62 | #endif
--------------------------------------------------------------------------------
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/Assets/ParticleEffectProfiler/Tools/Shaders/OverDraw.shader:
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1 | Shader "ParticleEffectProfiler/OverDraw"
2 | {
3 | SubShader
4 | {
5 | Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
6 | LOD 100
7 | Fog { Mode Off }
8 | ZWrite Off
9 | ZTest Always
10 | Blend One One
11 |
12 | Pass
13 | {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 |
18 | #include "UnityCG.cginc"
19 |
20 | struct appdata
21 | {
22 | float4 vertex : POSITION;
23 | };
24 |
25 | struct v2f
26 | {
27 | float4 vertex : SV_POSITION;
28 | };
29 |
30 | v2f vert(appdata v)
31 | {
32 | v2f o;
33 | o.vertex = UnityObjectToClipPos(v.vertex);
34 | return o;
35 | }
36 |
37 | fixed4 frag(v2f i) : SV_Target
38 | {
39 | return fixed4(0.1, 0.04, 0.02, 0);
40 | }
41 | ENDCG
42 | }
43 | }
44 | }
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 sunbrando
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
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/README.md:
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1 |
2 | # ParticleEffectProfiler
3 | Unity 特效性能分析工具
4 |
5 |
6 | 
7 |
8 | 简介:
9 | ---
10 | 该分析工具,主要是把特效的几个重要指标:内存、DrawCall、粒子数量、overdraw等数据显示在scene上,方便美术直接查看,并根据相关内容作出优化。
11 | 
12 |
13 | 使用:
14 | ---
15 | 
16 | 将场景中的相机对准好特效,添加要测试的特效(只能一个),右键--特效--测试,(会自动添加ParticleEffectScript脚本,并运行Unity)
17 |
18 | ParticleEffectScript脚本:
19 | ---
20 | 会记录Overdraw、DrawCall、粒子数量这三个数据,并可以以折线图的形式展示。
21 | 折线图内一个点代表一帧,如果没有勾选循环,则默认会记录3秒的数据,一秒30帧,会记录90个点。
22 | 可以修改特效运行时间而修改打点的长度。
23 | 如果是循环特效,就勾选循环,数据就会不断记录。
24 |
25 | 
26 |
27 | 无法自动裁剪(automic culling):
28 | ---
29 | 
30 | 由于特效的制作过程中,会使用一些非线性的运算,使得Unity无法实时获取到粒子的位置,会导致超出摄像机的粒子无法进行自动裁剪,所以在面板统一显示方便查看。
31 | 
32 | 但这里的还不够全面,有部分无法自动裁剪的没法判断,因为有部分属性无法访问,有兴趣的可以反编译UnityEditor.dll,搜索UpdateCullingSupportedString这个函数进行了解。
33 |
34 | 摄像机:
35 | ---
36 | 进行测试特效的时候,会修改摄像机的shader, 显示成类似Scene视图的Overdraw模式。
37 |
38 | 支持:
39 | ---
40 | Unity5.x 和 Unity2017.x
41 |
42 | License
43 | ---
44 | This library is under the MIT License.
45 |
46 | 感谢 [狂飙](https://github.com/networm) 的[建议](https://networm.me/2019/07/28/unity-particle-effect-profiler/)
47 |
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/UnityPackageManager/manifest.json:
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1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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