//------------------------------------------------------------
// 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();
}
}
}
}