void InitPostProcess() { // 设置后期处理 // PostProcessLayer postLayer = FindObjectOfType<PostProcessLayer>(); // PostProcessVolume postVolume = FindObjectOfType<PostProcessVolume>(); // // KVQuality.ResetPostProcess(true); }
// AssetbundleUpdater updater; private void Awake() { KVQuality.InitQuality(); LoggerHelper.Instance.Startup(); // 启动ugui图集管理器 var start = DateTime.Now; Sword.SpriteAtlasManager.Instance.Startup(); Logger.Log(string.Format("SpriteAtlasManager Init use {0}ms", (DateTime.Now - start).Milliseconds)); enterTime = Time.realtimeSinceStartup; }
public static void UpdateHighFrame() { bool isHighFrame = KVQuality.IsOpenEffectByKey(KVQuality.HighFrameRate); int vSyncCount = 2; int frameRate = 30; if (isHighFrame) { frameRate = 60; vSyncCount = 1; } if (QualitySettings.vSyncCount != vSyncCount) { QualitySettings.vSyncCount = vSyncCount; } if (Application.targetFrameRate == frameRate) { Application.targetFrameRate = vSyncCount; } }
/// <summary> /// 后处理设置 /// 此处会做初始化(isINitPost=ture or postLayer.enabled /// 此处会设置FXAA /// </summary> /// <param name="isInitPost"></param> public static void ResetPostProcess(bool isInitPost = false) { bool isOpenPostProcess = KVQuality.IsOpenEffectByKey(KVQuality.PostProcessing); bool isOpenAntiAliasing = KVQuality.IsOpenEffectByKey(KVQuality.AntiAliasing); PostProcessResources postRes = Resources.Load <PostProcessResources>("PostProcessResources"); PostProcessLayer[] postLayers = GameObject.FindObjectsOfType(typeof(PostProcessLayer)) as PostProcessLayer[]; foreach (var postLayer in postLayers) { bool isLastEnable = postLayer.enabled; postLayer.enabled = isOpenPostProcess; PostProcessVolume volume = postLayer.gameObject.GetComponent <PostProcessVolume>(); if (volume) { volume.enabled = isOpenPostProcess; } if (isOpenPostProcess) { if (isInitPost || (!isLastEnable)) { postLayer.Init(postRes); } if (isOpenAntiAliasing) //开启fxAA移动级别抗锯齿 { postLayer.antialiasingMode = PostProcessLayer.Antialiasing.FastApproximateAntialiasing; postLayer.fastApproximateAntialiasing.fastMode = true; postLayer.fastApproximateAntialiasing.keepAlpha = true; } } } }