10

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

 3 years ago
source link: https://www.xuanyusong.com/archives/4745
Go to the source link to view the article. You can view the picture content, updated content and better typesetting reading experience. If the link is broken, please click the button below to view the snapshot at that time.

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。

Unity3D研究院之获取FrameDebugger每帧颜色数据(一百一十七) - 雨松MOMO程序研究院 - 1
实际代码中就可以这样取到它的Texture了

            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。

Unity3D研究院之获取FrameDebugger每帧颜色数据(一百一十七) - 雨松MOMO程序研究院 - 2

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。

Unity3D研究院之获取FrameDebugger每帧颜色数据(一百一十七) - 雨松MOMO程序研究院 - 3

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。

Unity3D研究院之获取FrameDebugger每帧颜色数据(一百一十七) - 雨松MOMO程序研究院 - 4
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。

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。

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
            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);
                    //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()
            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]++;
作者:雨松MOMO
专注移动互联网,Unity3D游戏开发
捐 赠写博客不易,如果您想请我喝一杯星巴克的话?就进来看吧!

About Joyk


Aggregate valuable and interesting links.
Joyk means Joy of geeK