Unity3D研究院之获取FrameDebugger每帧颜色数据(一百一十七)

最近一直在思考如何能更好的做优化渲染,本篇文章只是另一种实现的思路,其实我也没完全想好怎么应用到实际游戏中来统计,希望各位看官多多提宝贵意见。

1.本例Unity的版本是Unity2019.3.1.4

2.采用URP渲染管线,老的渲染管线没有试过,大家可以试试看。

3.FrameDebugger会将每一这数据存入RT中,名字对应如下。


实际代码中就可以这样取到它的Texture了

1

2

3

4

5

            Texture texture = Shader.GetGlobalTexture("_CameraColorTexture");

            if (!texture)

            {

                texture = Shader.GetGlobalTexture("_CameraOpaqueTexture");

            }

并非所有都能取,比如shadowmap的RT,这名字是没有意义的,如果真想取,那就用C#反射吧。 但其实有上面两个基本已经够用了。

 

4.为了让代码更快的比较两帧图片的颜色,我采用了Burst编译比暴力的for循环快的可不是一点点。

5.为了让工具更加方便,不得不在代码中做了很多反射FrameDebugger的代码。

工具使用之前,大家可以先用FrameDebugger看一下自己需要截那些帧的数据。接着运行Unity,填入开始和结束帧的索引后,点击开始截取按钮即可。

 

截取完毕后,左边会保存每帧截取的图片,最后还会生成一张第1张和最后一张的中像素变化的图片(红色的区域就表示变化)还会输出最终像素数,重复像素数,总渲染顶点数。


在回到优化上来

1.重复像素数越多,其实就是半透明overdraw比较多。

2.最终像素数表示,光栅化后mesh最终呈现的颜色数。

3.总渲染顶点数,这个数值就很重要的。比如模型参与渲染了好几万个顶点,然而结果最终只贡献给屏幕20个像素,那这显然就不太合理了。

一些问题

1.如果摄像机会移动,那么就会造成有时候离模型近,有时候离的远,这样统计就不准确的。

2.如果使用RenderDoc能看到的信息会更多,我也比较推荐用Renderdoc,这篇文章只是开放一下思路。

上代码

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

67

68

69

70

71

72

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

120

121

122

123

124

125

126

127

128

129

130

131

132

133

134

135

136

137

138

139

140

141

142

143

144

145

146

147

148

149

150

151

152

153

154

155

156

157

158

159

160

161

162

163

164

165

166

167

168

169

170

171

172

173

174

175

176

177

178

179

180

181

182

183

184

185

186

187

188

189

190

191

192

193

194

195

196

197

198

199

200

201

202

203

204

205

206

207

208

209

210

211

212

213

214

215

216

217

218

219

220

221

222

223

224

using System;

using System.Collections;

using System.IO;

using System.Reflection;

using UnityEditor;

using UnityEngine;

using Unity.EditorCoroutines.Editor;

using Unity.Collections;

using Unity.Burst;

using Unity.Jobs;

using Unity.Mathematics;

public class FrameDebugExamplle : EditorWindow

{

 

    static Type s_frameDebugType = Type.GetType("UnityEditorInternal.FrameDebuggerUtility,UnityEditor");

    static Type s_frameDebugWindowsType = Type.GetType("UnityEditor.FrameDebuggerWindow,UnityEditor");

    static bool s_HasLatSample;

    static NativeArray<Color> s_LastSample2DColor;

    static NativeArray<Color> s_FirstSample2DColor;

    static int s_FinalPixel = 0;

    static int s_ProcessPixel = 0;

    static int s_VertexCount = 0;

    static int s_StartDC;

    static int s_EndDC;

    static string s_Result;

    static string DirectoryPath = "Assets/采样";

    static EditorWindow s_FrameDebugWindows;

 

    [MenuItem("Example/开始")]

 

    public static void ShowWindow()

    {

        OpenAndEnableFrameDebugger();

    }

 

    void OnGUI()

    {

        int count = (int)s_frameDebugType.GetProperty("count", BindingFlags.Instance | BindingFlags.Public | BindingFlags.Static).GetValue(null);

        if (count == 0)

        {

            //强制打开framedebugger窗口

            OpenAndEnableFrameDebugger();

        }

        GUILayout.Label(string.Format($"DC区间 0 - {count}"));

        s_StartDC = Mathf.Clamp(EditorGUILayout.IntField("开始", s_StartDC),0,count - 1);

        s_EndDC = Mathf.Max(Mathf.Clamp(EditorGUILayout.IntField("结束", s_EndDC),0,count), s_StartDC);

          

        if (GUILayout.Button($"开始截取: {s_StartDC}DC-{s_EndDC}DC", GUILayout.Width(200), GUILayout.Height(50)))

        {

            OpenAndEnableFrameDebugger();

            EditorCoroutineUtility.StartCoroutineOwnerless(StartGetData());

        }

        GUILayout.Label(s_Result);

    }

 

    //等N帧

    IEnumerator WaitFive(int count)

    {

        for (int i = 0; i < count; i++)

        {

            yield return null;

        }

    }

    //开始获取数据

    IEnumerator StartGetData()

    {

        s_VertexCount = 0;

        s_ProcessPixel = 0;

        s_FinalPixel = 0;

        s_Result = string.Empty;

        s_HasLatSample = false;

        FileUtil.DeleteFileOrDirectory(DirectoryPath);

        Directory.CreateDirectory(DirectoryPath);

 

        for (int i = s_StartDC; i <= s_EndDC; i++)

        {

            s_frameDebugType.GetProperty("limit", BindingFlags.Instance | BindingFlags.Public | BindingFlags.Static).SetValue(null, i);

            yield return WaitFive(1); //等1帧

            RefreshFrameDebuggerWindows();

            yield return WaitFive(1); //等1帧

            //截图

            Texture2D textureSample = TextureSample();

            Color[] colorBuffer = textureSample.GetPixels();

            if (textureSample)

            {

                File.WriteAllBytes($"{DirectoryPath}/开始{i}.jpg", textureSample.EncodeToJPG());

                if (!s_FirstSample2DColor.IsCreated)

                {

                    s_FirstSample2DColor = new NativeArray<Color>(colorBuffer, Allocator.Persistent);

                }

                if (s_HasLatSample)

                {

                    //统计差异颜色数

                    var Job = new JobDiff

                    {

                        result = new NativeArray<int>(1, Allocator.TempJob),

                        current = new NativeArray<Color>(colorBuffer, Allocator.TempJob),

                        last = s_LastSample2DColor,

                    };

                    Job.Schedule(s_LastSample2DColor.Length, new JobHandle()).Complete();

                    s_ProcessPixel += Job.result[0];

                    Job.current.Dispose();

                    Job.result.Dispose();

                    s_LastSample2DColor.Dispose();

                    //统计面数

                    EditorWindow windows = EditorWindow.GetWindow(s_frameDebugWindowsType);

                    FieldInfo info = windows.GetType().GetField("m_CurEventData", BindingFlags.Instance | BindingFlags.NonPublic);

 

                    object FrameDebuggerEventData = info.GetValue(windows);

                    if (FrameDebuggerEventData != null)

                    {

                        s_VertexCount +=   (int)FrameDebuggerEventData.GetType().GetField("vertexCount", BindingFlags.Instance | BindingFlags.Public).GetValue(FrameDebuggerEventData);

                    }

                }

                if (i != s_EndDC)

                {

                    s_HasLatSample = true;

                    s_LastSample2DColor = new NativeArray<Color>(colorBuffer, Allocator.Persistent);

                }

                else

                {

                    //统计最后一张与第一张之间的差异

                    Texture2D diff = textureSample;

                    var Job = new JobFinalDiff

                    {

                        result = new NativeArray<int>(1, Allocator.TempJob),

                        first = s_FirstSample2DColor,

                        end = new NativeArray<Color>(colorBuffer, Allocator.TempJob),

                    };

                    Job.Schedule(s_FirstSample2DColor.Length, new JobHandle()).Complete();

                    s_FinalPixel = Job.result[0];

                    diff.SetPixels(Job.end.ToArray());

                    Job.end.Dispose();

                    Job.result.Dispose();

                    s_FirstSample2DColor.Dispose();

                    File.WriteAllBytes($"{DirectoryPath}/变化.jpg", diff.EncodeToJPG());

                }

            }

        }

        int pixelSqrt = (int)Mathf.Sqrt((s_ProcessPixel - s_FinalPixel));

        int finalPixelSqrt = (int)Mathf.Sqrt(s_FinalPixel);

        s_Result = $"最终像素 {finalPixelSqrt} X {finalPixelSqrt} 重复像素 {pixelSqrt} x {pixelSqrt} 总渲染顶点数 {s_VertexCount}";

        AssetDatabase.Refresh();

    }

    static Texture2D TextureSample()

    {

        try

        {

            Texture texture = Shader.GetGlobalTexture("_CameraColorTexture");

            if (!texture)

            {

                texture = Shader.GetGlobalTexture("_CameraOpaqueTexture");

            }

            if (!texture)

            {

                Debug.LogError("没有截到图输出错误");

            }

            if (texture)

            {

                var width = texture.width;

                var height = texture.height;

                RenderTexture previous = RenderTexture.active;

                RenderTexture tmp = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.Default, RenderTextureReadWrite.sRGB);

                Graphics.Blit(texture, tmp);

                RenderTexture.active = tmp;

                Texture2D @new = new Texture2D(width, height);

                @new.ReadPixels(new Rect(0, 0, width, height), 0, 0);

                @new.Apply();

                RenderTexture.active = previous;

                return @new;

            }

        }

        catch (Exception e)

        {

            Debug.LogError("没有截到图输出错误: " + e);

        }

        return null;

    }

 

    static void OpenAndEnableFrameDebugger()

    {

        EditorWindow.GetWindow(typeof(FrameDebugExamplle), true, "标题", true);

        //打开frameDebug窗口

        s_FrameDebugWindows = EditorWindow.GetWindow(s_frameDebugWindowsType);

        s_frameDebugWindowsType.GetMethod("EnableIfNeeded", BindingFlags.Instance | BindingFlags.Public).Invoke(s_FrameDebugWindows, null);

    }

 

    static void RefreshFrameDebuggerWindows()

    {

        Type windowsType = Type.GetType("UnityEditor.FrameDebuggerWindow,UnityEditor");

        var windows = EditorWindow.GetWindow(windowsType);

        windowsType.GetMethod("RepaintOnLimitChange", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(windows, null);

    }

 

 

    [BurstCompile]

    struct JobDiff : IJobFor

    {

        [ReadOnly] public NativeArray<Color> current;

        [ReadOnly] public NativeArray<Color> last;

        public NativeArray<int> result;

 

        public void Execute(int index)

        {

            //干掉分支预测

            result[0] += math.select(0, 1, current[index] != last[index]);

        }

    }

    [BurstCompile]

    struct JobFinalDiff : IJobFor

    {

        [ReadOnly] public NativeArray<Color> first;

        public NativeArray<Color> end;

        public NativeArray<int> result;

        public void Execute(int index)

        {

            if(end[index] != first[index])

            {

                end[index] = Color.red;

                result[0]++;

            }

        }

    }

}

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值