DebuggerComponent.QualityInformationWindow.cs 3.8 KB

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  1. //------------------------------------------------------------
  2. // Game Framework v3.x
  3. // Copyright © 2013-2017 Jiang Yin. All rights reserved.
  4. // Homepage: http://gameframework.cn/
  5. // Feedback: mailto:jiangyin@gameframework.cn
  6. //------------------------------------------------------------
  7. using UnityEngine;
  8. namespace UnityGameFramework.Runtime
  9. {
  10. public partial class DebuggerComponent
  11. {
  12. private sealed class QualityInformationWindow : ScrollableDebuggerWindowBase
  13. {
  14. protected override void OnDrawScrollableWindow()
  15. {
  16. GUILayout.Label("<b>Rendering Information</b>");
  17. GUILayout.BeginVertical("box");
  18. {
  19. DrawItem("Active Color Space:", QualitySettings.activeColorSpace.ToString());
  20. DrawItem("Desired Color Space:", QualitySettings.desiredColorSpace.ToString());
  21. DrawItem("Max Queued Frames:", QualitySettings.maxQueuedFrames.ToString());
  22. DrawItem("Pixel Light Count:", QualitySettings.pixelLightCount.ToString());
  23. DrawItem("Master Texture Limit:", QualitySettings.globalTextureMipmapLimit.ToString());
  24. DrawItem("Anisotropic Filtering:", QualitySettings.anisotropicFiltering.ToString());
  25. DrawItem("Anti Aliasing:", QualitySettings.antiAliasing.ToString());
  26. DrawItem("Realtime Reflection Probes:", QualitySettings.realtimeReflectionProbes.ToString());
  27. DrawItem("Billboards Face Camera Position:", QualitySettings.billboardsFaceCameraPosition.ToString());
  28. }
  29. GUILayout.EndVertical();
  30. GUILayout.Label("<b>Shadows Information</b>");
  31. GUILayout.BeginVertical("box");
  32. {
  33. #if UNITY_5_4_OR_NEWER
  34. DrawItem("Shadow Resolution:", QualitySettings.shadowResolution.ToString());
  35. #endif
  36. #if UNITY_5_5_OR_NEWER
  37. DrawItem("Shadow Quality:", QualitySettings.shadows.ToString());
  38. #endif
  39. DrawItem("Shadow Projection:", QualitySettings.shadowProjection.ToString());
  40. DrawItem("Shadow Distance:", QualitySettings.shadowDistance.ToString());
  41. DrawItem("Shadow Near Plane Offset:", QualitySettings.shadowNearPlaneOffset.ToString());
  42. DrawItem("Shadow Cascades:", QualitySettings.shadowCascades.ToString());
  43. DrawItem("Shadow Cascade 2 Split:", QualitySettings.shadowCascade2Split.ToString());
  44. DrawItem("Shadow Cascade 4 Split:", QualitySettings.shadowCascade4Split.ToString());
  45. }
  46. GUILayout.EndVertical();
  47. GUILayout.Label("<b>Other Information</b>");
  48. GUILayout.BeginVertical("box");
  49. {
  50. DrawItem("Blend Weights:", QualitySettings.skinWeights.ToString());
  51. DrawItem("VSync Count:", QualitySettings.vSyncCount.ToString());
  52. DrawItem("LOD Bias:", QualitySettings.lodBias.ToString());
  53. DrawItem("Maximum LOD Level:", QualitySettings.maximumLODLevel.ToString());
  54. DrawItem("Particle Raycast Budget:", QualitySettings.particleRaycastBudget.ToString());
  55. DrawItem("Async Upload Time Slice:", string.Format("{0} ms", QualitySettings.asyncUploadTimeSlice.ToString()));
  56. DrawItem("Async Upload Buffer Size:", string.Format("{0} MB", QualitySettings.asyncUploadBufferSize.ToString()));
  57. #if UNITY_5_5_OR_NEWER
  58. DrawItem("Soft Particles:", QualitySettings.softParticles.ToString());
  59. #endif
  60. DrawItem("Soft Vegetation:", QualitySettings.softVegetation.ToString());
  61. }
  62. GUILayout.EndVertical();
  63. }
  64. }
  65. }
  66. }