void Awake() { var perfMgr = PerfSceneManager.GetInstance(); perfMgr.LoadSceneAdditive(SCENE.TOWER_LOW_COUNT); perfMgr.LoadSceneAdditive(SCENE.UI); }
void Awake() { var perfMgr = PerfSceneManager.GetInstance(); //perfMgr.LoadScene(PerfSceneManager.SCENE.BUILDINGS); perfMgr.LoadSceneAdditive(SCENE.UI); }
void Awake() { PerformanceSceneManager = PerfSceneManager.GetInstance(); Assert.AreNotEqual(null, PerformanceSceneManager); // Load UI scene and get a reference PerformanceSceneManager.LoadSceneAdditive(SCENE.UI); }
void SwitchToIndexScene() { ReleaseAllResources(); var sceneMgr = PerfSceneManager.GetInstance(); Destroy(UISceneRoot); sceneMgr.LoadScene(SCENE.SCENE_INDEX); }
void Start() { RenderPathButton.onClick.AddListener(() => ClickedRenderPathButton()); RenderQueueButton.onClick.AddListener(() => ClickedRenderQueueButton()); ShadowSceneButton.onClick.AddListener(() => ClickedShadowButton()); MultipleCamerasButton.onClick.AddListener(() => ClickedMultiCamButton()); TransparencyDisableButton.onClick.AddListener(() => ClickedTransparencyButton()); LightMapProbeButton.onClick.AddListener(() => ClickedLightMapProbeButton()); HighResTexButton.onClick.AddListener(() => ClickedHighResTexButton()); ExtraForwardPassButton.onClick.AddListener(() => ClickedExtraForwardPassButton()); SimpleShader.onClick.AddListener(() => ClickedSimpleShader()); PerformanceSceneManager = PerfSceneManager.GetInstance(); }
// Necessary as tagged MainCamera exists in another scene void Awake() { var perfMgr = PerfSceneManager.GetInstance(); perfMgr.LoadSceneAdditive(SCENE.TOWER_LOW_COUNT); perfMgr.LoadSceneAdditive(SCENE.UI); RenderingData deferredLightingInf = new RenderingData("Legacy Deferred", RenderingPath.DeferredLighting); deferredLightingInf.Description = "Legacy version of the deferred renderer."; renderDict[RENDERING_TYPE.LEGACY_DEFERRED] = deferredLightingInf; RenderingData deferredShadingRef = new RenderingData("Deferred", RenderingPath.DeferredShading); deferredShadingRef.Description = "Lighting performance unrelated to scene geometry complexity. Trade heavy lighting computation for more memory usage leading to a higher chance of being memory bound. Real-time shadows and per-pixel effects supported. Semi-transparent rendering done in additional forwarded pass. No support for anti-aliasing and Mesh Renderer's Receive Shadows flag."; renderDict[RENDERING_TYPE.DEFERRED] = deferredShadingRef; RenderingData forwardInf = new RenderingData("Forward", RenderingPath.Forward); forwardInf.Description = "Lighting done with a combination of per-pixel, per-vertex, and spherical harmonic techniques. Real-time shadows and other per-pixel effects supported. Does not incur memory cost required to build the g-buffer as in deferred. Can lead to many draw calls covering the same pixel(s) if care isn't taken."; renderDict[RENDERING_TYPE.FORWARD] = forwardInf; RenderingData vertexLitInf = new RenderingData("Vertex Lit", RenderingPath.VertexLit); vertexLitInf.Description = "Does calculations per-vertex, and not per-pixel. Can improve mobile performance. Real-time shadows and other per-pixel effects not supported. Low quality lighting."; renderDict[RENDERING_TYPE.VERTEX_LIT] = vertexLitInf; }
void Start() { var perfMgr = PerfSceneManager.GetInstance(); perfMgr.LoadSceneAdditive(SCENE.UI); }