예제 #1
0
    void Awake()
    {
        var perfMgr = PerfSceneManager.GetInstance();

        //perfMgr.LoadScene(PerfSceneManager.SCENE.BUILDINGS);
        perfMgr.LoadSceneAdditive(SCENE.UI);
    }
    void Awake()
    {
        var perfMgr = PerfSceneManager.GetInstance();

        perfMgr.LoadSceneAdditive(SCENE.TOWER_LOW_COUNT);
        perfMgr.LoadSceneAdditive(SCENE.UI);
    }
    void Awake()
    {
        PerformanceSceneManager = PerfSceneManager.GetInstance();
        Assert.AreNotEqual(null, PerformanceSceneManager);

        // Load UI scene and get a reference
        PerformanceSceneManager.LoadSceneAdditive(SCENE.UI);
    }
예제 #4
0
        void SwitchToIndexScene()
        {
            ReleaseAllResources();
            var sceneMgr = PerfSceneManager.GetInstance();

            Destroy(UISceneRoot);
            sceneMgr.LoadScene(SCENE.SCENE_INDEX);
        }
 public static PerfSceneManager GetInstance()
 {
     if (ManagerSingleton == null)
     {
         ManagerSingleton = new PerfSceneManager();
     }
     return(ManagerSingleton);
 }
예제 #6
0
 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);
    }