unity 优化之overdraw查看

scene视图里面能直接看,打开左上角那个下拉选项,选择overdraw就行

转载篇在game视图下查看overdraw:       https://blog.csdn.net/complicatedcc/article/details/70214681

 

 

c#代码,要挂在摄像机上

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
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
/// <summary>
/// 这个脚本挂在摄像机上才能正确运行
/// </summary>
[RequireComponent(typeof(Camera))]
public class DebugOverdrawMode : MonoBehaviour {
 
    public Shader m_OverdrawShader;
 
    private Camera m_Camera;
    private bool m_SceneFogSettings = false;
    private CameraClearFlags m_ClearFlagSetting;
    private Color m_BackGroundColor;
 
    void Awake()
    {
        m_Camera = GetComponent<Camera>();
        StoreParam();
    }
 
    //void OnLevelWasLoaded()
    //{
    //    //每次场景加载取消雾效,缓存并在OnDisable后恢复
    //    m_SceneFogSettings = RenderSettings.fog;
    //    RenderSettings.fog = false;
    //}
 
    void StoreParam()
    {
        m_SceneFogSettings = RenderSettings.fog;
        RenderSettings.fog = false;
 
        m_ClearFlagSetting = m_Camera.clearFlags;
        m_BackGroundColor = m_Camera.backgroundColor;
    }
 
    void OnEnable()
    {
        if (m_OverdrawShader == null)
        {
            m_OverdrawShader = Shader.Find("Custom/Overdraw");
            //m_OverdrawShader = UnityEditor.EditorGUIUtility.LoadRequired("SceneView/SceneViewShowOverdraw.shader") as Shader; //应用unity自带shader即可达到相同效果
        }
 
        if (m_OverdrawShader != null && m_Camera != null)
        {
            RenderSettings.fog = false;
            m_Camera.clearFlags = CameraClearFlags.Color;
            m_Camera.backgroundColor = Color.black;
            m_Camera.SetReplacementShader(m_OverdrawShader, "");
            bChanged = true;
        }
    }
 
    void OnDisable()
    {
        if (m_Camera != null)
        {
            RestoreParam();
        }
    }
 
    void RestoreParam()
    {
        RenderSettings.fog = m_SceneFogSettings;
        //m_Camera.SetReplacementShader(null, ""); //和下面效果相同
        m_Camera.ResetReplacementShader();
        m_Camera.backgroundColor = m_BackGroundColor;
        m_Camera.clearFlags = m_ClearFlagSetting;
    }
 
    //测试方法 为了方便切换  可在非运行模式下测试
    bool bChanged;
    bool bInited;
    [ContextMenu("ChangeMode")]
    public void ChangeMode()
    {
        if (bChanged)
        {
            RestoreParam();
        }
        else
        {
            if (!bInited)
            {
                m_Camera = GetComponent<Camera>();
                StoreParam();
                m_OverdrawShader = Shader.Find("Custom/Overdraw");
                bInited = true;
            }
 
            RenderSettings.fog = false;
            m_Camera.clearFlags = CameraClearFlags.Color;
            m_Camera.backgroundColor = Color.black;
            m_Camera.SetReplacementShader(m_OverdrawShader, "");
        }
        bChanged = !bChanged;
    }
}

  shader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
Shader "Custom/Overdraw"
{
    SubShader
    {
        Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
        LOD 100
        Fog { Mode Off }
        ZWrite Off
        ZTest Always
        Blend One One
  
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
          
            #include "UnityCG.cginc"
  
            struct appdata
            {
                float4 vertex : POSITION;
            };
  
            struct v2f
            {
                float4 vertex : SV_POSITION;
            };
  
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }
          
            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(0.1, 0.04, 0.02, 0);
            }
            ENDCG
        }
    }
}

  

不过作者说这个不完全对,但是可以大概看下overdraw情况

posted @   三页菌  阅读(5668)  评论(0编辑  收藏  举报
编辑推荐:
· 从 HTTP 原因短语缺失研究 HTTP/2 和 HTTP/3 的设计差异
· AI与.NET技术实操系列:向量存储与相似性搜索在 .NET 中的实现
· 基于Microsoft.Extensions.AI核心库实现RAG应用
· Linux系列:如何用heaptrack跟踪.NET程序的非托管内存泄露
· 开发者必知的日志记录最佳实践
阅读排行:
· TypeScript + Deepseek 打造卜卦网站:技术与玄学的结合
· Manus的开源复刻OpenManus初探
· AI 智能体引爆开源社区「GitHub 热点速览」
· 从HTTP原因短语缺失研究HTTP/2和HTTP/3的设计差异
· 三行代码完成国际化适配,妙~啊~
点击右上角即可分享
微信分享提示