文章目录
CullDynamicObjectsWithUmbra 消耗
Umbra 是 unity 自带的 OC(Occlusion Culling) 的算法的、架构的名字
所以 CullDynamicObjectsWithUmbra 是 对动态对象进行遮挡剔除时的消耗,如下图:
上面的测试数据是基于 小米5 真机上测试的
可以看到 Profiler : PlayerLoop/PostLateUpdate.FinishFrameRendering/Camera.Render/Culling/SceneCulling/CullSendEvents/WaitForJobGroupID/CullSceneDynamicObjects/CullDynamicObjectsWithUmbra 的消耗是有一部分的,消耗了 3.12 ms
如何禁止 动态对象的遮挡剔除的消耗
- 不开启 OC(
Camera.useOcclusionCulling = false
) - Renderer 的
Renderer.allowOcclusionWhenDynamic = false
但如果你想保留 静态 OC,只是想关闭动态 OC,那么就需要将所有的 Renderer.allowOcclusionWhenDynamic = false
但是我们官方手册、论坛、国内 baidu, 国外 google 过,都没有找到如果关闭 Umbra 的动态遮挡剔除的总开光(如果有 unity 源码的话,就不至于这么蛋疼了)
下面是禁止动态 OC 后的 profiler 结果,但是截图的红框框中的内框错了,应该是框那个:CullDynamicObjectsWithUmbra
的部分,可以看到这部分的消耗是未 0.00 s
的消耗了
然后上图是通过脚本遍历大部分 Renderer ,并设置: allowOcclusionWhenDynamic = false;
(还有大概3~4 个墙体,地表,等,没有禁用,所以还是有一丢丢消耗),设置的脚本如下:
写工具来遍历 Renderer.allowOcclusionWhenDynamic = false
public void OnToggleDynamicObjOC()
{
renderers.Clear();
dynamicObjRoot.GetComponentsInChildren<Renderer>(true, renderers);
var setValue = !curEnabledDynamicOC;
for (int i = 0; i < renderers.Count; i++)
{
var renderer = renderers[i];
renderer.allowOcclusionWhenDynamic = setValue;
}
curEnabledDynamicOC = setValue;
toggleDyanmicOCBtnText.text = $"Cur DynamicOC : {setValue}";
}
在 Unity 官方 API 文档,还有 Unity 论坛上,Baidu, Goggle 都没有找到 Unity 有暴露一个总开关的地方
(除非有 Unity 源码,可以自行扩展出一个给 C# 脚本控制的总开关,否则只能用回上面的脚本遍历处理)
而工具刚刚写好,就一个脚本完事:
// jave.lin 2021/08/05
// 禁用 Renderer dynamic OC 的工具
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DisableRendererOCEditorWindow : EditorWindow
{
public enum eDisableRet
{
Success,
Cancel,
Error,
}
private List<Renderer> renderersHelper = new List<Renderer>();
private HashSet<string> handledSetsHelper = new HashSet<string>();
[MenuItem("Tools/资源工具/禁用 Renderer dynamic OC 的工具")]
public static void _Show()
{
var win = EditorWindow.GetWindow<DisableRendererOCEditorWindow>();
win.titleContent = new GUIContent("禁用 Renderer dynamic OC 的工具");
win.Show();
}
private void OnGUI()
{
if (GUILayout.Button("关闭场景中所有涉及到的 prefab 的Renderer.allowOcclusionWhenDynamic"))
{
Handle();
}
}
private void Handle()
{
var scene = EditorSceneManager.GetActiveScene();
if (!scene.IsValid())
{
return;
}
handledSetsHelper.Clear();
var goList = new List<GameObject>();
// 提取 go
FilterGOs(scene, goList);
// 禁止 go 内的 renderer dynamic oc
var handleRet = DisableDynamicOC(goList);
switch (handleRet)
{
case eDisableRet.Success:
EditorUtility.DisplayDialog("Disabled Dynamic Occlusion Successfully", "Disabled Dynamic Occlusion Successfully", "OK");
break;
case eDisableRet.Cancel:
Debug.Log("Disabled Dynamic Occlusion was cancel!");
break;
case eDisableRet.Error:
// nops
break;
default:
break;
}
}
private void FilterGOs(Scene scene, List<GameObject> result)
{
var firstRootGOs = scene.GetRootGameObjects();
for (int i = 0; i < firstRootGOs.Length; i++)
{
_FilterGOs(firstRootGOs[i], result);
}
}
private void _FilterGOs(GameObject go, List<GameObject> result)
{
var status = PrefabUtility.GetPrefabInstanceStatus(go);
Debug.Log($"go.name : {go.name}, prefab inst status : {status}");
if (status == PrefabInstanceStatus.NotAPrefab)
{
for (int transIDX = 0; transIDX < go.transform.childCount; transIDX++)
{
_FilterGOs(go.transform.GetChild(transIDX).gameObject, result);
}
return;
}
var path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(go);
Debug.Log($"go.name : {go.name}, prefab asset path : {path}");
if (handledSetsHelper.Contains(path))
{
Debug.Log($"{path}, renderer.allowOcclusionWhenDynamic = false; was handled, so skipped this time. ");
return;
}
result.Add(go);
}
private eDisableRet DisableDynamicOC(List<GameObject> goList)
{
try
{
var goCount = goList.Count;
for (int goIDX = 0; goIDX < goCount; goIDX++)
{
var cancel = EditorUtility.DisplayCancelableProgressBar("Handling...", $"Handling {goIDX}/{goCount}", (float)goIDX / goCount);
if (cancel)
{
return eDisableRet.Cancel;
}
var go = goList[goIDX];
var path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(go);
if (handledSetsHelper.Contains(path))
{
Debug.Log($"{path}, renderer.allowOcclusionWhenDynamic = false; was handled, so skipped this time. ");
continue;
}
renderersHelper.Clear();
go.GetComponentsInChildren<Renderer>(renderersHelper);
var needToUpdate = false;
for (int i = 0; i < renderersHelper.Count; i++)
{
var renderer = renderersHelper[i];
if (renderer.allowOcclusionWhenDynamic)
{
renderer.allowOcclusionWhenDynamic = false;
needToUpdate = true; // 该标识:只要有一个属性调整了,就整个 prefab apply
}
}
// 如果需要更新属性才更新 prefab
if (needToUpdate)
{
//var pmods = PrefabUtility.GetPropertyModifications(go);
//PrefabUtility.SetPropertyModifications(go, pmods);
PrefabUtility.ApplyPrefabInstance(go, InteractionMode.AutomatedAction);
handledSetsHelper.Add(path);
}
}
return eDisableRet.Success;
}
catch (Exception er)
{
Debug.LogError($"{nameof(DisableRendererOCEditorWindow)}.{nameof(DisableDynamicOC)} error : {er}");
return eDisableRet.Error;
}
finally
{
EditorUtility.ClearProgressBar();
}
}
}
当场景比较大的时候,这块处理会比较久,因为每一个 Prefab Apply Changes 都是一个文件 IO 的写入操作
通过 AssetPostprocessor 来对导入的资源进行自动禁止动态OC
// jave.lin 2021/08/27
// AssetPostprocessor : https://docs.unity3d.com/ScriptReference/AssetPostprocessor.html
public class AssetImportHandler : AssetPostprocessor
{
private static List<Renderer> rendererListHelper = new List<Renderer>();
// 或是 OnPostprocessPrefab 处理也可以 https://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessPrefab.html
void OnPostprocessPrefab(GameObject g)
{
Apply(g.transform);
}
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
for (int i = 0; i < importedAssets.Length; i++)
{
string importedAssetPath = importedAssets[i];
AssetImporter importer = AssetImporter.GetAtPath(importedAssetPath);
if (
// 可以对多个目录下的 prefab 都不要 动态OC
importedAssetPath.StartsWithFast("Assets/xxx") ||
importedAssetPath.StartsWithFast("Assets/xxx1") ||
importedAssetPath.StartsWithFast("Assets/xxx2") ||
importedAssetPath.StartsWithFast("Assets/xxx3") ||
importedAssetPath.StartsWithFast("Assets/xxx3")
)
{
if (importedAssetPath.EndsWithFast(".prefab"))
{
// MeshRenderer or SkinnedMeshRenderer 的 dynamicOcclusion 都关闭掉
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(importedAssetPath);
// mesh renderer
rendererListHelper.Clear();
obj.GetComponentsInChildren<Renderer>(true, rendererListHelper);
var anyChanged = false;
foreach (var renderer in rendererListHelper)
{
if (renderer.allowOcclusionWhenDynamic)
{
renderer.allowOcclusionWhenDynamic = false;
anyChanged = true;
}
}
if (anyChanged)
{
// jave.lin :经过测试,如果没有 anyChanged 判断的话,会导致无限递归触发 import
// unity 也会提示有 auto detect inifinit import 之类的 BUG
PrefabUtility.SavePrefabAsset(obj);
Debug.Log($"dynamic prefab renderer disabled OC, path : {importedAssetPath}");
}
}
}
}
}
}
对已本身导入到工程的文件,可以右键 Reimport 触发上面代码的机制
新导入的资源会自动触发