//------------------------------------------------------------ // Game Framework v3.x // Copyright © 2013-2017 Jiang Yin. All rights reserved. // Homepage: http://gameframework.cn/ // Feedback: mailto:jiangyin@gameframework.cn //------------------------------------------------------------ using UnityEngine; namespace UnityGameFramework.Runtime { public partial class DebuggerComponent { private sealed class QualityInformationWindow : ScrollableDebuggerWindowBase { protected override void OnDrawScrollableWindow() { GUILayout.Label("Rendering Information"); GUILayout.BeginVertical("box"); { DrawItem("Active Color Space:", QualitySettings.activeColorSpace.ToString()); DrawItem("Desired Color Space:", QualitySettings.desiredColorSpace.ToString()); DrawItem("Max Queued Frames:", QualitySettings.maxQueuedFrames.ToString()); DrawItem("Pixel Light Count:", QualitySettings.pixelLightCount.ToString()); DrawItem("Master Texture Limit:", QualitySettings.globalTextureMipmapLimit.ToString()); DrawItem("Anisotropic Filtering:", QualitySettings.anisotropicFiltering.ToString()); DrawItem("Anti Aliasing:", QualitySettings.antiAliasing.ToString()); DrawItem("Realtime Reflection Probes:", QualitySettings.realtimeReflectionProbes.ToString()); DrawItem("Billboards Face Camera Position:", QualitySettings.billboardsFaceCameraPosition.ToString()); } GUILayout.EndVertical(); GUILayout.Label("Shadows Information"); GUILayout.BeginVertical("box"); { #if UNITY_5_4_OR_NEWER DrawItem("Shadow Resolution:", QualitySettings.shadowResolution.ToString()); #endif #if UNITY_5_5_OR_NEWER DrawItem("Shadow Quality:", QualitySettings.shadows.ToString()); #endif DrawItem("Shadow Projection:", QualitySettings.shadowProjection.ToString()); DrawItem("Shadow Distance:", QualitySettings.shadowDistance.ToString()); DrawItem("Shadow Near Plane Offset:", QualitySettings.shadowNearPlaneOffset.ToString()); DrawItem("Shadow Cascades:", QualitySettings.shadowCascades.ToString()); DrawItem("Shadow Cascade 2 Split:", QualitySettings.shadowCascade2Split.ToString()); DrawItem("Shadow Cascade 4 Split:", QualitySettings.shadowCascade4Split.ToString()); } GUILayout.EndVertical(); GUILayout.Label("Other Information"); GUILayout.BeginVertical("box"); { DrawItem("Blend Weights:", QualitySettings.skinWeights.ToString()); DrawItem("VSync Count:", QualitySettings.vSyncCount.ToString()); DrawItem("LOD Bias:", QualitySettings.lodBias.ToString()); DrawItem("Maximum LOD Level:", QualitySettings.maximumLODLevel.ToString()); DrawItem("Particle Raycast Budget:", QualitySettings.particleRaycastBudget.ToString()); DrawItem("Async Upload Time Slice:", string.Format("{0} ms", QualitySettings.asyncUploadTimeSlice.ToString())); DrawItem("Async Upload Buffer Size:", string.Format("{0} MB", QualitySettings.asyncUploadBufferSize.ToString())); #if UNITY_5_5_OR_NEWER DrawItem("Soft Particles:", QualitySettings.softParticles.ToString()); #endif DrawItem("Soft Vegetation:", QualitySettings.softVegetation.ToString()); } GUILayout.EndVertical(); } } } }