The number of rays that HDRP traces for diffuse Global Illumination (GI) computations using deferred shading. The number of rays that HDRP traces for diffuse Global Illumination (GI) computations using forward shading. The number of rays that HDRP traces for reflection computations using deferred shading. The number of rays that HDRP traced for reflection computations using forward shading. The number of rays that HDRP traces towards point and spot lights when you enable ray-traced shadows. The number of rays that HDRP traces towards area lights when you enable ray-traced shadows. The number of rays that HDRP traces for directional lights when you enable ray-traced shadows. The number of rays that HDRP traces for Ambient Occlusion (AO) computations, when you enable realtime ambient occlusion (RT AO). This property only appears when you enable ray tracing. HDRP updates this value once every frame based on the previous frame.Ĭount the number of traced rays per effect (in MRays / frame). When you enable ray tracing, this property shows the ray tracing quality mode that HDRP uses during rendering. The amount of time (in milliseconds) the GPU takes to render a given frame. The time (in milliseconds) that the CPU spent waiting for Unity to render the present frame ( Gfx.PresentFrame) during the last frame. The time (in milliseconds) between the start of the work on the Render Thread and the time Unity waits to render the present frame ( Gfx.PresentFrame). The total time (in milliseconds) between the start of the frame and the time when the Main Thread finished the job. The total frame time for the current camera view. The frame rate (in frames per second) for the current camera view. HDRP calculates each Frame Stat value over the 30 most recent frames. The Frame Stats section displays the average, minimum, and maximum value of each property. You can use it to debug performance issues in your project. The Display Stats panel is only visible in Play mode. The higher the mip level, the blurrier the decal atlas. Use the slider to select the mip level for the decal atlas. Debug OptionĮnable the checkbox to display the decal atlas for a Camera in the top left of that Camera's view. The Decals panel has tools that you can use to debug decals affecting transparent objects in your project. PlayStation controller: Press the Square button.To display the current active item independently of the debug window: PlayStation controller: Use the L1 button and R1 button.Xbox controller: Use the Left Bumper and Right Bumper.Keyboard: Use the Page up and Page down keys (Fn + Up and Fn + Down keys respectively for MacOS).PlayStation controller: Use the Directional buttons. Xbox controller: Use the Directional pad (D-Pad).You can disable the runtime UI entirely by using the enableRuntimeUI property. Use this functionality to track particular values without cluttering the screen. When you disable the Rendering Debugger window, they're still visible in the top right corner of the screen. You can display read-only items, such as the FPS counter, independently of the Rendering Debugger window. To open the window in the Play mode, or at runtime in a Development Build, use the keyboard shortcut Ctrl+Backspace (Ctrl+Delete on macOS) or press 元 and R3 (Left Stick and Right Stick) on a controller. Select Window > Analysis > Rendering Debugger. To open the Rendering Debugger in the Editor:Įnable Runtime Debug Shaders in HDRP Global Settings (in the menu: Edit > Project Settings > Graphics > HDRP Settings). The window is only available in Development Builds. At runtime in the standalone Unity Player, on any device.The Rendering Debugger window is available in the following modes: The Rendering Debugger Using the Rendering Debugger The Rendering Debugger separates debug items into the following sections: It contains graphics-related tools but you can extend it to include tools for any other field, such as animation. You can use these tools to understand and solve any issues you might encounter. The Rendering Debugger is a specific window for the Scriptable Render Pipeline that contains debugging and visualization tools.
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