├── image
├── 1.png
├── 2.png
├── 3.png
├── 4.png
└── 5.png
├── unity_hud_instance
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── PresetManager.asset
│ ├── EditorBuildSettings.asset
│ ├── XRSettings.asset
│ ├── VersionControlSettings.asset
│ ├── TimeManager.asset
│ ├── VFXManager.asset
│ ├── AutoStreamingSettings.asset
│ ├── AudioManager.asset
│ ├── TagManager.asset
│ ├── EditorSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── PackageManagerSettings.asset
│ ├── DynamicsManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── QualitySettings.asset
│ └── ProjectSettings.asset
├── Assets
│ ├── Scenes
│ │ ├── HUDInstance.unity.meta
│ │ └── HUDInstance.unity
│ ├── Scenes.meta
│ ├── Script.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── HUDInstanceShader.shader.meta
│ │ ├── HUDInstanceMaterial.mat.meta
│ │ ├── HUDInstanceShader.shader
│ │ └── HUDInstanceMaterial.mat
│ └── Script
│ │ ├── ActorManager.cs.meta
│ │ ├── HUDInstanced.cs.meta
│ │ ├── HUDMeshBuild.cs.meta
│ │ ├── FontRender2Texture.cs.meta
│ │ ├── DrawInstanceManager.cs.meta
│ │ ├── ActorManager.cs
│ │ ├── FontRender2Texture.cs
│ │ ├── HUDInstanced.cs
│ │ ├── HUDMeshBuild.cs
│ │ └── DrawInstanceManager.cs
└── Packages
│ ├── manifest.json
│ └── packages-lock.json
└── README.md
/image/1.png:
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https://raw.githubusercontent.com/oayx/unity_hud_gpu_instance/HEAD/image/1.png
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/image/2.png:
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https://raw.githubusercontent.com/oayx/unity_hud_gpu_instance/HEAD/image/2.png
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/image/3.png:
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https://raw.githubusercontent.com/oayx/unity_hud_gpu_instance/HEAD/image/3.png
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/image/4.png:
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https://raw.githubusercontent.com/oayx/unity_hud_gpu_instance/HEAD/image/4.png
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/image/5.png:
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https://raw.githubusercontent.com/oayx/unity_hud_gpu_instance/HEAD/image/5.png
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/README.md:
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1 |
2 | ## 主要功能
3 |
4 |
5 | 主要用于游戏中的HUD合批,实现了一个批次渲染所有HUD
6 |
7 |
8 | ## 技术介绍
9 |
10 | 1.使用了Text渲染到纹理Array,参考FontRender2Texture
11 |
12 | 2.构建Instance需要的Mesh,参考HUDMeshBuild
13 |
14 | 3.DrawInstanceManager使用Graphics.DrawMeshInstanced绘制;从ActorManager收集每个对象的坐标及进度条信息
15 |
16 |
17 | ## 效果演示
18 |

19 |
20 |
21 | ## 与普通UGUI方式比较(渲染1000个HUD,进度条每帧更新)
22 |
23 | 1.以下是直接使用UGUI渲染,一个Image+一个Text
24 |

25 |

26 | 2.以下是使用GPU Instance的版本
27 |

28 |

29 | 3.相对直接使用UGUI,在DrawCall和CPU耗时上,有很大优势
30 |
31 | 4.UGUI测试时,没有世界坐标->UI坐标转换,如果加上这部分的耗时,优势会更加明显
32 |
33 |
34 | ## 其他注意
35 |
36 | 1.一次可以提交511个HUD,如果超过511,会强行分批次渲染
37 |
38 | 2.DrawMeshInstanced在显卡上的耗时,比普通的DrawIndex,多了10倍以上。实际使用中需要测试GPU本身是不是瓶颈再决定用哪种方式
39 |
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/unity_hud_instance/Assets/Script/ActorManager.cs:
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1 |
2 | //=======================================================
3 | // 作者:hannibal
4 | // 描述:模拟actor的移动和hp改变
5 | //=======================================================
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | namespace YX
10 | {
11 | public class ActorManager : MonoBehaviour
12 | {
13 | public int Count = 500;
14 |
15 | public List AllActors { get; private set; } = new List();
16 |
17 | public static ActorManager Instance;
18 | private void Awake()
19 | {
20 | Instance = this;
21 | }
22 | private void Start()
23 | {
24 | AllActors.Capacity = Count;
25 | for (int i = 0; i < Count; i++)
26 | {
27 | Actor actor = new Actor();
28 | actor.Matrix = Matrix4x4.TRS(new Vector3(Random.Range(-10f, 10f), Random.Range(-10f, 10f), 0), Quaternion.identity, Vector3.one);
29 | actor.NameIndex = i;
30 | actor.Progress = Random.Range(0.0f, 1.0f);
31 | AllActors.Add(actor);
32 | }
33 | }
34 | private void Update()
35 | {
36 | foreach (var actor in AllActors)
37 | {
38 | actor.Update();
39 | }
40 | }
41 | }
42 | public class Actor
43 | {
44 | public Matrix4x4 Matrix;
45 | public int NameIndex = 0;
46 | public float Progress = 1.0f;
47 |
48 | public void Update()
49 | {
50 | Matrix = Matrix4x4.TRS(new Vector3(Random.Range(-10f, 10f), Random.Range(-10f, 10f), 0), Quaternion.identity, Vector3.one);
51 | Progress = Random.Range(0.0f, 1.0f);
52 | }
53 | }
54 | }
55 |
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/unity_hud_instance/Assets/Resources/HUDInstanceShader.shader:
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1 | Shader "HUD/Instance"
2 | {
3 | Properties
4 | {
5 | _FontTex("FontTexture", 2DArray) = "white" {}
6 | _Color("Color", Color) = (1, 1, 1, 1)
7 | }
8 |
9 | SubShader
10 | {
11 | Tags { "RenderType" = "Transparent" }
12 | LOD 100
13 | Blend SrcAlpha OneMinusSrcAlpha
14 |
15 | Pass
16 | {
17 | CGPROGRAM
18 | #pragma vertex vert
19 | #pragma fragment frag
20 | #pragma multi_compile_instancing //激活Instance
21 | #pragma enable_d3d11_debug_symbols //开启调试
22 | #pragma require 2darray //需要2d array
23 | #include "UnityCG.cginc"
24 |
25 | struct appdata
26 | {
27 | float4 vertex : POSITION;
28 | fixed4 color : COLOR;
29 | float2 uv : TEXCOORD0;
30 | UNITY_VERTEX_INPUT_INSTANCE_ID
31 | };
32 |
33 | struct v2f
34 | {
35 | float4 vertex : SV_POSITION;
36 | float4 color : COLOR;
37 | float2 uv : TEXCOORD0;
38 | float4 parm : TEXCOORD1;
39 | };
40 |
41 | UNITY_DECLARE_TEX2DARRAY(_FontTex);
42 | float4 _FontTex_ST;
43 | float4 _Parms[511];
44 |
45 | v2f vert(appdata v, uint instanceID : SV_InstanceID)
46 | {
47 | v2f o;
48 |
49 | UNITY_SETUP_INSTANCE_ID(v);
50 |
51 | o.vertex = UnityObjectToClipPos(v.vertex);
52 | o.uv = TRANSFORM_TEX(v.uv, _FontTex);
53 | o.color = v.color;
54 | o.parm = _Parms[instanceID];
55 |
56 | return o;
57 | }
58 |
59 | fixed4 frag(v2f i) : SV_Target
60 | {
61 | fixed4 color = fixed4(0,0,0,0);
62 | if (i.color.a > 1.0)
63 | {
64 | clip(i.parm.x - i.uv.x);//通过uv计算进度,uv从0-1
65 | color = i.color;
66 | }
67 | else
68 | {
69 | float3 uv = float3(i.uv.xy, i.parm.y);
70 | color = UNITY_SAMPLE_TEX2DARRAY(_FontTex, uv);
71 | }
72 | return color;
73 | }
74 | ENDCG
75 | }
76 | }
77 | }
--------------------------------------------------------------------------------
/unity_hud_instance/Packages/manifest.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | "com.unity.collab-proxy": "1.13.5",
4 | "com.unity.ide.rider": "2.0.7",
5 | "com.unity.ide.visualstudio": "2.0.11",
6 | "com.unity.ide.vscode": "1.2.4",
7 | "com.unity.test-framework": "1.1.29",
8 | "com.unity.textmeshpro": "3.0.6",
9 | "com.unity.timeline": "1.4.8",
10 | "com.unity.ugui": "1.0.0",
11 | "com.unity.modules.ai": "1.0.0",
12 | "com.unity.modules.androidjni": "1.0.0",
13 | "com.unity.modules.animation": "1.0.0",
14 | "com.unity.modules.assetbundle": "1.0.0",
15 | "com.unity.modules.audio": "1.0.0",
16 | "com.unity.modules.autostreaming": "1.0.0",
17 | "com.unity.modules.cloth": "1.0.0",
18 | "com.unity.modules.director": "1.0.0",
19 | "com.unity.modules.imageconversion": "1.0.0",
20 | "com.unity.modules.imgui": "1.0.0",
21 | "com.unity.modules.jsonserialize": "1.0.0",
22 | "com.unity.modules.particlesystem": "1.0.0",
23 | "com.unity.modules.physics": "1.0.0",
24 | "com.unity.modules.physics2d": "1.0.0",
25 | "com.unity.modules.screencapture": "1.0.0",
26 | "com.unity.modules.terrain": "1.0.0",
27 | "com.unity.modules.terrainphysics": "1.0.0",
28 | "com.unity.modules.tilemap": "1.0.0",
29 | "com.unity.modules.ui": "1.0.0",
30 | "com.unity.modules.uielements": "1.0.0",
31 | "com.unity.modules.umbra": "1.0.0",
32 | "com.unity.modules.unityanalytics": "1.0.0",
33 | "com.unity.modules.unitywebrequest": "1.0.0",
34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
35 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
36 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
37 | "com.unity.modules.unitywebrequestwww": "1.0.0",
38 | "com.unity.modules.vehicles": "1.0.0",
39 | "com.unity.modules.video": "1.0.0",
40 | "com.unity.modules.vr": "1.0.0",
41 | "com.unity.modules.wind": "1.0.0",
42 | "com.unity.modules.xr": "1.0.0"
43 | }
44 | }
45 |
--------------------------------------------------------------------------------
/unity_hud_instance/Assets/Script/FontRender2Texture.cs:
--------------------------------------------------------------------------------
1 |
2 | //=======================================================
3 | // 作者:hannibal
4 | // 描述:文字渲染到贴图
5 | //=======================================================
6 | using UnityEngine;
7 | using UnityEngine.Experimental.Rendering;
8 | using UnityEngine.UI;
9 |
10 | namespace YX
11 | {
12 | [RequireComponent(typeof(Text))]
13 | public class FontRender2Texture : MonoBehaviour
14 | {
15 | [SerializeField]
16 | private Camera _uiCamera;
17 | [SerializeField]
18 | private int _cellWidth = 100;
19 | [SerializeField]
20 | private int _cellHeight = 50;
21 |
22 | private int _slice = 0;
23 | [SerializeField]
24 | private int _textureDepth = 100;
25 | public Texture2DArray TextureArray { get; private set; }
26 |
27 | private Text _text;
28 | private RenderTexture _renderTexture;
29 |
30 | private void Awake()
31 | {
32 | _text = GetComponent();
33 |
34 | TextureArray = new Texture2DArray(_cellWidth, _cellHeight, _textureDepth, GraphicsFormat.R8G8B8A8_UNorm, TextureCreationFlags.None);
35 | TextureArray.name = "FontTextureArray";
36 |
37 | _renderTexture = new RenderTexture(_cellWidth, _cellHeight, 0, GraphicsFormat.R8G8B8A8_UNorm);
38 | _renderTexture.name = "FontRenderTexture";
39 | _renderTexture.useMipMap = false;
40 |
41 | _uiCamera.enabled = false;
42 | _uiCamera.targetTexture = _renderTexture;
43 | }
44 |
45 | public int Draw(string txt)
46 | {
47 | _text.text = txt;
48 |
49 | _uiCamera.enabled = true;
50 | {
51 | RenderTexture.active = _renderTexture;
52 | _uiCamera.Render();
53 | RenderTexture.active = null;
54 | }
55 | _uiCamera.enabled = false;
56 |
57 | Graphics.CopyTexture(_renderTexture, 0, 0, 0, 0, _cellWidth, _cellHeight, TextureArray, _slice, 0, 0, 0);
58 | _slice++;
59 | return _slice - 1;
60 | }
61 |
62 | public void Reset()
63 | {
64 | _slice = 0;
65 | }
66 | }
67 | }
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 4
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_JobOptions:
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24 | useMultithreading: 0
25 | useConsistencySorting: 0
26 | m_InterpolationPosesPerJob: 100
27 | m_NewContactsPerJob: 30
28 | m_CollideContactsPerJob: 100
29 | m_ClearFlagsPerJob: 200
30 | m_ClearBodyForcesPerJob: 200
31 | m_SyncDiscreteFixturesPerJob: 50
32 | m_SyncContinuousFixturesPerJob: 50
33 | m_FindNearestContactsPerJob: 100
34 | m_UpdateTriggerContactsPerJob: 100
35 | m_IslandSolverCostThreshold: 100
36 | m_IslandSolverBodyCostScale: 1
37 | m_IslandSolverContactCostScale: 10
38 | m_IslandSolverJointCostScale: 10
39 | m_IslandSolverBodiesPerJob: 50
40 | m_IslandSolverContactsPerJob: 50
41 | m_AutoSimulation: 1
42 | m_QueriesHitTriggers: 1
43 | m_QueriesStartInColliders: 1
44 | m_CallbacksOnDisable: 1
45 | m_ReuseCollisionCallbacks: 1
46 | m_AutoSyncTransforms: 0
47 | m_AlwaysShowColliders: 0
48 | m_ShowColliderSleep: 1
49 | m_ShowColliderContacts: 0
50 | m_ShowColliderAABB: 0
51 | m_ContactArrowScale: 0.2
52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
57 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 13
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_DeferredReflections:
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12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0}
13 | m_ScreenSpaceShadows:
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15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
16 | m_LegacyDeferred:
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18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
19 | m_DepthNormals:
20 | m_Mode: 1
21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
22 | m_MotionVectors:
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24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0}
25 | m_LightHalo:
26 | m_Mode: 1
27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0}
28 | m_LensFlare:
29 | m_Mode: 1
30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
31 | m_AlwaysIncludedShaders:
32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0}
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36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
38 | m_PreloadedShaders: []
39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
40 | type: 0}
41 | m_CustomRenderPipeline: {fileID: 0}
42 | m_TransparencySortMode: 0
43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1}
44 | m_DefaultRenderingPath: 1
45 | m_DefaultMobileRenderingPath: 1
46 | m_TierSettings: []
47 | m_LightmapStripping: 0
48 | m_FogStripping: 0
49 | m_InstancingStripping: 0
50 | m_LightmapKeepPlain: 1
51 | m_LightmapKeepDirCombined: 1
52 | m_LightmapKeepDynamicPlain: 1
53 | m_LightmapKeepDynamicDirCombined: 1
54 | m_LightmapKeepShadowMask: 1
55 | m_LightmapKeepSubtractive: 1
56 | m_FogKeepLinear: 1
57 | m_FogKeepExp: 1
58 | m_FogKeepExp2: 1
59 | m_AlbedoSwatchInfos: []
60 | m_LightsUseLinearIntensity: 0
61 | m_LightsUseColorTemperature: 0
62 | m_LogWhenShaderIsCompiled: 0
63 | m_AllowEnlightenSupportForUpgradedProject: 0
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/unity_hud_instance/Assets/Script/HUDInstanced.cs:
--------------------------------------------------------------------------------
1 |
2 | //=======================================================
3 | // 作者:hannibal
4 | // 描述:hud instance
5 | //=======================================================
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | namespace YX
10 | {
11 | ///
12 | /// 使用Instanced批量渲染对象
13 | ///
14 | [RequireComponent(typeof(HUDMeshBuild))]
15 | public class HUDInstanced : MonoBehaviour
16 | {
17 | [SerializeField]
18 | private Material _instanceMat;
19 | [SerializeField]
20 | private FontRender2Texture _font2Texture;
21 |
22 | private HUDMeshBuild _meshBuild;
23 | private Mesh _instanceMesh;
24 |
25 | private Matrix4x4[] _matrices;
26 | private MaterialPropertyBlock _block;
27 |
28 | private void Awake()
29 | {
30 | _meshBuild = GetComponent();
31 | }
32 |
33 | private void Start()
34 | {
35 | System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
36 | stopwatch.Start();
37 | {
38 | _instanceMesh = _meshBuild.BuildMesh();
39 | for (int i = 0; i < 500; ++i)
40 | {
41 | _font2Texture.Draw("Test:" + i);
42 | }
43 | }
44 | stopwatch.Stop();
45 | Debug.LogFormat("初始化字体耗时:{0}ms", stopwatch.ElapsedMilliseconds);
46 |
47 | _instanceMat.SetTexture("_FontTex", _font2Texture.TextureArray);
48 |
49 | BuildMatrixAndBlock();
50 | }
51 | void BuildMatrixAndBlock()
52 | {
53 | _block = new MaterialPropertyBlock();
54 | _matrices = new Matrix4x4[500];
55 | Vector4[] parms = new Vector4[500];
56 | for (var i = 0; i < 32; i++)
57 | {
58 | for (var j = 0; j < 32; j++)
59 | {
60 | var ind = i * 32 + j;
61 | if(ind >= 500) break;
62 | _matrices[ind] = Matrix4x4.TRS(new Vector3((i - 8) * 2, j - 16, 0), Quaternion.identity, Vector3.one);
63 | parms[ind].x = ind / 500f;
64 | parms[ind].y = ind;
65 | }
66 | }
67 | _block.SetVectorArray("_Parms", parms);
68 | }
69 | void Update()
70 | {
71 | Graphics.DrawMeshInstanced(_instanceMesh, 0, _instanceMat, _matrices, 500, _block, UnityEngine.Rendering.ShadowCastingMode.Off, false);
72 | }
73 | }
74 | }
75 |
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!21 &2100000
4 | Material:
5 | serializedVersion: 6
6 | m_ObjectHideFlags: 0
7 | m_CorrespondingSourceObject: {fileID: 0}
8 | m_PrefabInstance: {fileID: 0}
9 | m_PrefabAsset: {fileID: 0}
10 | m_Name: HUDInstanceMaterial
11 | m_Shader: {fileID: 4800000, guid: 4243fe12b8cfa3842b21aac520ac8e3b, type: 3}
12 | m_ShaderKeywords:
13 | m_LightmapFlags: 4
14 | m_EnableInstancingVariants: 1
15 | m_DoubleSidedGI: 0
16 | m_CustomRenderQueue: -1
17 | stringTagMap: {}
18 | disabledShaderPasses: []
19 | m_SavedProperties:
20 | serializedVersion: 3
21 | m_TexEnvs:
22 | - _BumpMap:
23 | m_Texture: {fileID: 0}
24 | m_Scale: {x: 1, y: 1}
25 | m_Offset: {x: 0, y: 0}
26 | - _DetailAlbedoMap:
27 | m_Texture: {fileID: 0}
28 | m_Scale: {x: 1, y: 1}
29 | m_Offset: {x: 0, y: 0}
30 | - _DetailMask:
31 | m_Texture: {fileID: 0}
32 | m_Scale: {x: 1, y: 1}
33 | m_Offset: {x: 0, y: 0}
34 | - _DetailNormalMap:
35 | m_Texture: {fileID: 0}
36 | m_Scale: {x: 1, y: 1}
37 | m_Offset: {x: 0, y: 0}
38 | - _EmissionMap:
39 | m_Texture: {fileID: 0}
40 | m_Scale: {x: 1, y: 1}
41 | m_Offset: {x: 0, y: 0}
42 | - _FontTex:
43 | m_Texture: {fileID: 0}
44 | m_Scale: {x: 1, y: 1}
45 | m_Offset: {x: 0, y: 0}
46 | - _MainTex:
47 | m_Texture: {fileID: 0}
48 | m_Scale: {x: 1, y: 1}
49 | m_Offset: {x: 0, y: 0}
50 | - _MetallicGlossMap:
51 | m_Texture: {fileID: 0}
52 | m_Scale: {x: 1, y: 1}
53 | m_Offset: {x: 0, y: 0}
54 | - _OcclusionMap:
55 | m_Texture: {fileID: 0}
56 | m_Scale: {x: 1, y: 1}
57 | m_Offset: {x: 0, y: 0}
58 | - _ParallaxMap:
59 | m_Texture: {fileID: 0}
60 | m_Scale: {x: 1, y: 1}
61 | m_Offset: {x: 0, y: 0}
62 | m_Floats:
63 | - _BumpScale: 1
64 | - _Cutoff: 0.5
65 | - _DetailNormalMapScale: 1
66 | - _DstBlend: 0
67 | - _GlossMapScale: 1
68 | - _Glossiness: 0.5
69 | - _GlossyReflections: 1
70 | - _Metallic: 0
71 | - _Mode: 0
72 | - _OcclusionStrength: 1
73 | - _Parallax: 0.02
74 | - _SmoothnessTextureChannel: 0
75 | - _SpecularHighlights: 1
76 | - _SrcBlend: 1
77 | - _UVSec: 0
78 | - _ZWrite: 1
79 | m_Colors:
80 | - _Color: {r: 1, g: 0, b: 0, a: 1}
81 | - _Color2: {r: 0.15792602, g: 0.29170147, b: 0.9338235, a: 1}
82 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
83 | m_BuildTextureStacks: []
84 |
--------------------------------------------------------------------------------
/unity_hud_instance/Assets/Script/HUDMeshBuild.cs:
--------------------------------------------------------------------------------
1 |
2 | //=======================================================
3 | // 作者:hannibal
4 | // 描述:合并mesh
5 | //=======================================================
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | namespace YX
10 | {
11 | public class HUDMeshBuild : MonoBehaviour
12 | {
13 | [Header("名称")]
14 | public float NameWidth = 1f;
15 | public float NameHeight = 0.5f;
16 | public float NameYOffset = 0f;
17 |
18 | [Header("进度条")]
19 | public float ProgressWidth = 1f;
20 | public float ProgressHeight = 0.5f;
21 | public float ProgressYOffset = 1f;
22 |
23 | private List _vertices = new List();
24 | private List _colors = new List();
25 | private List _uvs = new List();
26 | private List _triangles = new List();
27 |
28 | public Mesh BuildMesh()
29 | {
30 | _vertices.Clear();
31 | _colors.Clear();
32 | _uvs.Clear();
33 | _triangles.Clear();
34 | {
35 | InitProgress();
36 | InitName();
37 | }
38 | Mesh mesh = new Mesh();
39 | mesh.vertices = _vertices.ToArray();
40 | mesh.colors = _colors.ToArray();
41 | mesh.uv = _uvs.ToArray();
42 | mesh.SetTriangles(_triangles, 0);
43 | return mesh;
44 | }
45 | private void InitProgress()
46 | {
47 | int indexOffset = _vertices.Count;
48 | Vector3 pos = Vector3.up * ProgressYOffset;
49 |
50 | _vertices.Add(pos + new Vector3(0, -ProgressHeight * 0.5f, 0));
51 | _vertices.Add(pos + new Vector3(ProgressWidth * 0.5f, -ProgressHeight * 0.5f, 0));
52 | _vertices.Add(pos + new Vector3(0, ProgressHeight * 0.5f, 0));
53 | _vertices.Add(pos + new Vector3(ProgressWidth * 0.5f, ProgressHeight * 0.5f, 0));
54 |
55 | _uvs.Add(new Vector2(0f, 0f));
56 | _uvs.Add(new Vector2(1f, 0f));
57 | _uvs.Add(new Vector2(0f, 1f));
58 | _uvs.Add(new Vector2(1f, 1f));
59 |
60 | //通过顶点颜色的alpha识别是进度条还是文字
61 | _colors.Add(Color.red + new Color(0, 0, 0, 0.1f));
62 | _colors.Add(Color.red + new Color(0, 0, 0, 0.1f));
63 | _colors.Add(Color.red + new Color(0, 0, 0, 0.1f));
64 | _colors.Add(Color.red + new Color(0, 0, 0, 0.1f));
65 |
66 | {
67 | _triangles.Add(indexOffset);
68 | _triangles.Add(indexOffset + 2);
69 | _triangles.Add(indexOffset + 1);
70 |
71 | _triangles.Add(indexOffset + 1);
72 | _triangles.Add(indexOffset + 2);
73 | _triangles.Add(indexOffset + 3);
74 | }
75 | }
76 |
77 | private void InitName()
78 | {
79 | int indexOffset = _vertices.Count;
80 | Vector3 pos = Vector3.up * NameYOffset;
81 |
82 | _vertices.Add(pos + new Vector3(0, -NameHeight * 0.5f, 0));
83 | _vertices.Add(pos + new Vector3(NameWidth * 0.5f, -NameHeight * 0.5f, 0));
84 | _vertices.Add(pos + new Vector3(0, NameHeight * 0.5f, 0));
85 | _vertices.Add(pos + new Vector3(NameWidth * 0.5f, NameHeight * 0.5f, 0));
86 |
87 | _uvs.Add(new Vector2(0f, 0f));
88 | _uvs.Add(new Vector2(1f, 0f));
89 | _uvs.Add(new Vector2(0f, 1f));
90 | _uvs.Add(new Vector2(1f, 1f));
91 |
92 | _colors.Add(Color.blue);
93 | _colors.Add(Color.blue);
94 | _colors.Add(Color.blue);
95 | _colors.Add(Color.blue);
96 |
97 | {
98 | _triangles.Add(indexOffset);
99 | _triangles.Add(indexOffset + 2);
100 | _triangles.Add(indexOffset + 1);
101 |
102 | _triangles.Add(indexOffset + 1);
103 | _triangles.Add(indexOffset + 2);
104 | _triangles.Add(indexOffset + 3);
105 | }
106 | }
107 | }
108 | }
--------------------------------------------------------------------------------
/unity_hud_instance/Assets/Script/DrawInstanceManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace YX
5 | {
6 | public class InstanceInfo
7 | {
8 | public int ValidCount = 0;
9 | public Matrix4x4[] Matrices = new Matrix4x4[1023];
10 | public MaterialPropertyBlock Blocks = new MaterialPropertyBlock();
11 |
12 | public void Reset()
13 | {
14 | ValidCount = 0;
15 | Blocks.Clear();
16 | }
17 | }
18 |
19 | public class DrawInstanceManager : MonoBehaviour
20 | {
21 | [SerializeField]
22 | private DrawInstance[] _drawInstances;
23 |
24 | [SerializeField]
25 | private Material _instanceMat;
26 | [SerializeField]
27 | private FontRender2Texture _font2Texture;
28 |
29 | private HUDMeshBuild _meshBuild;
30 | private Mesh _instanceMesh;
31 |
32 | ///
33 | /// 多线程更新耗时
34 | ///
35 | private System.Diagnostics.Stopwatch _updateStopwatch = new System.Diagnostics.Stopwatch();
36 | public long UpdateTimeConsume { get; private set; } = 0;
37 |
38 | public static DrawInstanceManager Instance;
39 | private void Awake()
40 | {
41 | Instance = this;
42 | }
43 |
44 | private void Start()
45 | {
46 | _meshBuild = GetComponent();
47 | for (int i = 0; i < _drawInstances.Length; ++i)
48 | _drawInstances[i].Startup();
49 |
50 | System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
51 | stopwatch.Start();
52 | {
53 | _instanceMesh = _meshBuild.BuildMesh();
54 | for (int i = 0; i < 500; ++i)
55 | {
56 | _font2Texture.Draw("Test:" + i);
57 | }
58 | }
59 | stopwatch.Stop();
60 | Debug.LogFormat("初始化字体耗时:{0}ms", stopwatch.ElapsedMilliseconds);
61 | _instanceMat.SetTexture("_FontTex", _font2Texture.TextureArray);
62 |
63 | }
64 | private void LateUpdate()
65 | {
66 | _updateStopwatch.Restart();
67 | {
68 | for (int i = 0; i < _drawInstances.Length; ++i)
69 | _drawInstances[i].Update();
70 | for (int i = 0; i < _drawInstances.Length; ++i)
71 | _drawInstances[i].Draw(_instanceMesh, _instanceMat);
72 | }
73 | _updateStopwatch.Stop();
74 | UpdateTimeConsume = _updateStopwatch.ElapsedMilliseconds;
75 | }
76 | }
77 |
78 | [System.Serializable]
79 | public class DrawInstance
80 | {
81 | ///
82 | /// 容量,1可以容纳511个单位
83 | ///
84 | public int Capacity = 1;
85 |
86 | ///
87 | /// 绘制信息
88 | ///
89 | private int _currBatchIndex = 0;
90 | ///
91 | /// 收集到的实例信息
92 | ///
93 | private List _instanceInfo = null;
94 |
95 | public void Startup()
96 | {
97 | _instanceInfo = new List(Capacity);
98 | for (int i = 0; i < _instanceInfo.Capacity; ++i)
99 | {
100 | InstanceInfo drawMesh = new InstanceInfo();
101 | _instanceInfo.Add(drawMesh);
102 | }
103 | }
104 |
105 | private int _tmpIndexMesh = 0;//临时变量
106 | private InstanceInfo _tmpInsInfo;//临时变量
107 | private Vector4[] _parms = new Vector4[511];
108 | private void PreUpdate()
109 | {
110 | _tmpIndexMesh = 0;
111 | _currBatchIndex = 0;
112 | _tmpInsInfo = _instanceInfo[_currBatchIndex];
113 | _tmpInsInfo.Reset();
114 |
115 | }
116 | public void Update()
117 | {
118 | PreUpdate();
119 | var actors = ActorManager.Instance.AllActors;
120 | foreach (var actor in actors)
121 | {
122 | if (_tmpIndexMesh >= 511)
123 | {
124 | _tmpInsInfo.Blocks.SetVectorArray("_Parms", _parms);
125 |
126 | //以下还原
127 | ++_currBatchIndex;
128 | _tmpInsInfo = _instanceInfo[_currBatchIndex];
129 | _tmpInsInfo.Reset();
130 |
131 | _tmpIndexMesh = 0;
132 | }
133 | _tmpInsInfo.ValidCount++;
134 | _tmpInsInfo.Matrices[_tmpIndexMesh] = actor.Matrix;
135 | _parms[_tmpIndexMesh].x = actor.Progress;
136 | _parms[_tmpIndexMesh].y = actor.NameIndex;
137 | _tmpIndexMesh++;
138 | }
139 | EndUpdate();
140 | }
141 | private void EndUpdate()
142 | {
143 | if (_tmpIndexMesh > 0)
144 | {
145 | ++_currBatchIndex;
146 | _tmpInsInfo.Blocks.Clear();
147 | _tmpInsInfo.Blocks.SetVectorArray("_Parms", _parms);
148 | }
149 | }
150 | public void Draw(Mesh mesh, Material material)
151 | {
152 | for (int i = 0; i < _currBatchIndex; ++i)
153 | {
154 | InstanceInfo instanceInfo = _instanceInfo[i];
155 | Graphics.DrawMeshInstanced(mesh, 0, material, instanceInfo.Matrices, instanceInfo.ValidCount, instanceInfo.Blocks, UnityEngine.Rendering.ShadowCastingMode.Off, false);
156 | }
157 | }
158 | }
159 | }
--------------------------------------------------------------------------------
/unity_hud_instance/ProjectSettings/InputManager.asset:
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!13 &1
4 | InputManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Axes:
8 | - serializedVersion: 3
9 | m_Name: Horizontal
10 | descriptiveName:
11 | descriptiveNegativeName:
12 | negativeButton: left
13 | positiveButton: right
14 | altNegativeButton: a
15 | altPositiveButton: d
16 | gravity: 3
17 | dead: 0.001
18 | sensitivity: 3
19 | snap: 1
20 | invert: 0
21 | type: 0
22 | axis: 0
23 | joyNum: 0
24 | - serializedVersion: 3
25 | m_Name: Vertical
26 | descriptiveName:
27 | descriptiveNegativeName:
28 | negativeButton: down
29 | positiveButton: up
30 | altNegativeButton: s
31 | altPositiveButton: w
32 | gravity: 3
33 | dead: 0.001
34 | sensitivity: 3
35 | snap: 1
36 | invert: 0
37 | type: 0
38 | axis: 0
39 | joyNum: 0
40 | - serializedVersion: 3
41 | m_Name: Fire1
42 | descriptiveName:
43 | descriptiveNegativeName:
44 | negativeButton:
45 | positiveButton: left ctrl
46 | altNegativeButton:
47 | altPositiveButton: mouse 0
48 | gravity: 1000
49 | dead: 0.001
50 | sensitivity: 1000
51 | snap: 0
52 | invert: 0
53 | type: 0
54 | axis: 0
55 | joyNum: 0
56 | - serializedVersion: 3
57 | m_Name: Fire2
58 | descriptiveName:
59 | descriptiveNegativeName:
60 | negativeButton:
61 | positiveButton: left alt
62 | altNegativeButton:
63 | altPositiveButton: mouse 1
64 | gravity: 1000
65 | dead: 0.001
66 | sensitivity: 1000
67 | snap: 0
68 | invert: 0
69 | type: 0
70 | axis: 0
71 | joyNum: 0
72 | - serializedVersion: 3
73 | m_Name: Fire3
74 | descriptiveName:
75 | descriptiveNegativeName:
76 | negativeButton:
77 | positiveButton: left shift
78 | altNegativeButton:
79 | altPositiveButton: mouse 2
80 | gravity: 1000
81 | dead: 0.001
82 | sensitivity: 1000
83 | snap: 0
84 | invert: 0
85 | type: 0
86 | axis: 0
87 | joyNum: 0
88 | - serializedVersion: 3
89 | m_Name: Jump
90 | descriptiveName:
91 | descriptiveNegativeName:
92 | negativeButton:
93 | positiveButton: space
94 | altNegativeButton:
95 | altPositiveButton:
96 | gravity: 1000
97 | dead: 0.001
98 | sensitivity: 1000
99 | snap: 0
100 | invert: 0
101 | type: 0
102 | axis: 0
103 | joyNum: 0
104 | - serializedVersion: 3
105 | m_Name: Mouse X
106 | descriptiveName:
107 | descriptiveNegativeName:
108 | negativeButton:
109 | positiveButton:
110 | altNegativeButton:
111 | altPositiveButton:
112 | gravity: 0
113 | dead: 0
114 | sensitivity: 0.1
115 | snap: 0
116 | invert: 0
117 | type: 1
118 | axis: 0
119 | joyNum: 0
120 | - serializedVersion: 3
121 | m_Name: Mouse Y
122 | descriptiveName:
123 | descriptiveNegativeName:
124 | negativeButton:
125 | positiveButton:
126 | altNegativeButton:
127 | altPositiveButton:
128 | gravity: 0
129 | dead: 0
130 | sensitivity: 0.1
131 | snap: 0
132 | invert: 0
133 | type: 1
134 | axis: 1
135 | joyNum: 0
136 | - serializedVersion: 3
137 | m_Name: Mouse ScrollWheel
138 | descriptiveName:
139 | descriptiveNegativeName:
140 | negativeButton:
141 | positiveButton:
142 | altNegativeButton:
143 | altPositiveButton:
144 | gravity: 0
145 | dead: 0
146 | sensitivity: 0.1
147 | snap: 0
148 | invert: 0
149 | type: 1
150 | axis: 2
151 | joyNum: 0
152 | - serializedVersion: 3
153 | m_Name: Horizontal
154 | descriptiveName:
155 | descriptiveNegativeName:
156 | negativeButton:
157 | positiveButton:
158 | altNegativeButton:
159 | altPositiveButton:
160 | gravity: 0
161 | dead: 0.19
162 | sensitivity: 1
163 | snap: 0
164 | invert: 0
165 | type: 2
166 | axis: 0
167 | joyNum: 0
168 | - serializedVersion: 3
169 | m_Name: Vertical
170 | descriptiveName:
171 | descriptiveNegativeName:
172 | negativeButton:
173 | positiveButton:
174 | altNegativeButton:
175 | altPositiveButton:
176 | gravity: 0
177 | dead: 0.19
178 | sensitivity: 1
179 | snap: 0
180 | invert: 1
181 | type: 2
182 | axis: 1
183 | joyNum: 0
184 | - serializedVersion: 3
185 | m_Name: Fire1
186 | descriptiveName:
187 | descriptiveNegativeName:
188 | negativeButton:
189 | positiveButton: joystick button 0
190 | altNegativeButton:
191 | altPositiveButton:
192 | gravity: 1000
193 | dead: 0.001
194 | sensitivity: 1000
195 | snap: 0
196 | invert: 0
197 | type: 0
198 | axis: 0
199 | joyNum: 0
200 | - serializedVersion: 3
201 | m_Name: Fire2
202 | descriptiveName:
203 | descriptiveNegativeName:
204 | negativeButton:
205 | positiveButton: joystick button 1
206 | altNegativeButton:
207 | altPositiveButton:
208 | gravity: 1000
209 | dead: 0.001
210 | sensitivity: 1000
211 | snap: 0
212 | invert: 0
213 | type: 0
214 | axis: 0
215 | joyNum: 0
216 | - serializedVersion: 3
217 | m_Name: Fire3
218 | descriptiveName:
219 | descriptiveNegativeName:
220 | negativeButton:
221 | positiveButton: joystick button 2
222 | altNegativeButton:
223 | altPositiveButton:
224 | gravity: 1000
225 | dead: 0.001
226 | sensitivity: 1000
227 | snap: 0
228 | invert: 0
229 | type: 0
230 | axis: 0
231 | joyNum: 0
232 | - serializedVersion: 3
233 | m_Name: Jump
234 | descriptiveName:
235 | descriptiveNegativeName:
236 | negativeButton:
237 | positiveButton: joystick button 3
238 | altNegativeButton:
239 | altPositiveButton:
240 | gravity: 1000
241 | dead: 0.001
242 | sensitivity: 1000
243 | snap: 0
244 | invert: 0
245 | type: 0
246 | axis: 0
247 | joyNum: 0
248 | - serializedVersion: 3
249 | m_Name: Submit
250 | descriptiveName:
251 | descriptiveNegativeName:
252 | negativeButton:
253 | positiveButton: return
254 | altNegativeButton:
255 | altPositiveButton: joystick button 0
256 | gravity: 1000
257 | dead: 0.001
258 | sensitivity: 1000
259 | snap: 0
260 | invert: 0
261 | type: 0
262 | axis: 0
263 | joyNum: 0
264 | - serializedVersion: 3
265 | m_Name: Submit
266 | descriptiveName:
267 | descriptiveNegativeName:
268 | negativeButton:
269 | positiveButton: enter
270 | altNegativeButton:
271 | altPositiveButton: space
272 | gravity: 1000
273 | dead: 0.001
274 | sensitivity: 1000
275 | snap: 0
276 | invert: 0
277 | type: 0
278 | axis: 0
279 | joyNum: 0
280 | - serializedVersion: 3
281 | m_Name: Cancel
282 | descriptiveName:
283 | descriptiveNegativeName:
284 | negativeButton:
285 | positiveButton: escape
286 | altNegativeButton:
287 | altPositiveButton: joystick button 1
288 | gravity: 1000
289 | dead: 0.001
290 | sensitivity: 1000
291 | snap: 0
292 | invert: 0
293 | type: 0
294 | axis: 0
295 | joyNum: 0
296 |
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221 | Lumin: 5
222 | Nintendo 3DS: 5
223 | Nintendo Switch: 5
224 | PS4: 5
225 | PSP2: 2
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230 | XboxOne: 5
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142 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0"
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159 | "com.unity.modules.animation": "1.0.0"
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162 | "com.unity.modules.imageconversion": {
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174 | "com.unity.modules.jsonserialize": {
175 | "version": "1.0.0",
176 | "depth": 0,
177 | "source": "builtin",
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180 | "com.unity.modules.particlesystem": {
181 | "version": "1.0.0",
182 | "depth": 0,
183 | "source": "builtin",
184 | "dependencies": {}
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186 | "com.unity.modules.physics": {
187 | "version": "1.0.0",
188 | "depth": 0,
189 | "source": "builtin",
190 | "dependencies": {}
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192 | "com.unity.modules.physics2d": {
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194 | "depth": 0,
195 | "source": "builtin",
196 | "dependencies": {}
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198 | "com.unity.modules.screencapture": {
199 | "version": "1.0.0",
200 | "depth": 0,
201 | "source": "builtin",
202 | "dependencies": {
203 | "com.unity.modules.imageconversion": "1.0.0"
204 | }
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206 | "com.unity.modules.subsystems": {
207 | "version": "1.0.0",
208 | "depth": 1,
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