[+] Utility.DevicePerformance

[+] Utility.DevicePerformance
This commit is contained in:
ALEXTANG
2023-04-20 19:40:25 +08:00
parent c850ec359c
commit ec25b314e0
2 changed files with 178 additions and 0 deletions

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using UnityEngine;
namespace TEngine
{
public static partial class Utility
{
/// <summary>
/// 硬件设备性能适配工具相关的实用函数。
/// </summary>
public static class DevicePerformance
{
/// <summary>
/// 获取设备性能评级。
/// </summary>
/// <returns>性能评级</returns>
public static DevicePerformanceLevel GetDevicePerformanceLevel()
{
if (SystemInfo.graphicsDeviceVendorID == 32902)
{
//集显
return DevicePerformanceLevel.Low;
}
else //NVIDIA 系列显卡N卡和AMD系列显卡。
{
//根据目前硬件配置三个平台设置了不一样的评判标准(仅个人意见)。
//CPU核心数。
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
if (SystemInfo.processorCount <= 2)
#elif UNITY_STANDALONE_OSX || UNITY_IPHONE
if (SystemInfo.processorCount < 2)
#elif UNITY_ANDROID
if (SystemInfo.processorCount <= 4)
#endif
{
//CPU核心数<=2判定为低端。
return DevicePerformanceLevel.Low;
}
else
{
//显存。
int graphicsMemorySize = SystemInfo.graphicsMemorySize;
//内存。
int systemMemorySize = SystemInfo.systemMemorySize;
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
if (graphicsMemorySize >= 4000 && systemMemorySize >= 8000)
return DevicePerformanceLevel.High;
else if (graphicsMemorySize >= 2000 && systemMemorySize >= 4000)
return DevicePerformanceLevel.Mid;
else
return DevicePerformanceLevel.Low;
#elif UNITY_STANDALONE_OSX || UNITY_IPHONE
if (graphicsMemorySize >= 4000 && systemMemorySize >= 8000)
return DevicePerformanceLevel.High;
else if (graphicsMemorySize >= 2000 && systemMemorySize >= 4000)
return DevicePerformanceLevel.Mid;
else
return DevicePerformanceLevel.Low;
#elif UNITY_ANDROID
if (graphicsMemorySize >= 6000 && systemMemorySize >= 8000)
return DevicePerformanceLevel.High;
else if (graphicsMemorySize >= 2000 && systemMemorySize >= 4000)
return DevicePerformanceLevel.Mid;
else
return DevicePerformanceLevel.Low;
#endif
}
}
}
/// <summary>
/// 根据手机性能修改项目设置。
/// </summary>
/// <param name="lowQuality">QualitySettings中对应Low的等级。</param>
/// <param name="midQuality">QualitySettings中对应Mid的等级。</param>
/// <param name="highQuality">QualitySettings中对应High的等级。</param>
public static void ModifySettingsBasedOnPerformance(int lowQuality, int midQuality, int highQuality)
{
DevicePerformanceLevel level = GetDevicePerformanceLevel();
switch (level)
{
case DevicePerformanceLevel.Low:
QualitySettings.SetQualityLevel(lowQuality, true);
break;
case DevicePerformanceLevel.Mid:
QualitySettings.SetQualityLevel(midQuality, true);
break;
case DevicePerformanceLevel.High:
QualitySettings.SetQualityLevel(highQuality, true);
break;
}
}
/// <summary>
/// 根据机型配置自动设置质量。
/// </summary>
public static void ModifySettingsBasedOnPerformance()
{
DevicePerformanceLevel level = GetDevicePerformanceLevel();
switch (level)
{
case DevicePerformanceLevel.Low:
SetQualitySettings(QualityLevel.Low);
break;
case DevicePerformanceLevel.Mid:
SetQualitySettings(QualityLevel.Mid);
break;
case DevicePerformanceLevel.High:
SetQualitySettings(QualityLevel.High);
break;
}
}
/// <summary>
/// 根据自身需要调整各级别需要修改的设置,可根据需求修改低中高三种方案某一项具体设置。
/// </summary>
/// <param name="qualityLevel">质量等级。</param>
public static void SetQualitySettings(QualityLevel qualityLevel)
{
switch (qualityLevel)
{
case QualityLevel.Low:
//前向渲染使用的像素灯的最大数量建议最少为1。
QualitySettings.pixelLightCount = 2;
//你可以设置使用最大分辨率的纹理或者部分纹理(低分辨率纹理的处理开销低)。选项有 0_完整分辨率1_1/2分辨率2_1/4分辨率3_1/8分辨率。
QualitySettings.masterTextureLimit = 1;
//设置抗锯齿级别。选项有​​ 0_不开启抗锯齿2_2倍4_4倍和8_8倍采样。
QualitySettings.antiAliasing = 0;
//是否使用粒子软融合
QualitySettings.softParticles = false;
//启用实时反射探针,此设置需要用的时候再打开。
QualitySettings.realtimeReflectionProbes = false;
//如果启用,公告牌将面向摄像机位置而不是摄像机方向。似乎与地形系统有关,此处没啥必要打开。
QualitySettings.billboardsFaceCameraPosition = false;
//设置软硬阴影是否打开
QualitySettings.shadows = ShadowQuality.Disable;
//设置垂直同步方案VSyncs数值需要在每帧之间传递使用0为不等待垂直同步。值必须是01或2。
QualitySettings.vSyncCount = 0;
break;
case QualityLevel.Mid:
QualitySettings.pixelLightCount = 4;
QualitySettings.antiAliasing = 2;
QualitySettings.softParticles = false;
QualitySettings.realtimeReflectionProbes = true;
QualitySettings.billboardsFaceCameraPosition = true;
QualitySettings.shadows = ShadowQuality.HardOnly;
QualitySettings.vSyncCount = 2;
break;
case QualityLevel.High:
QualitySettings.pixelLightCount = 4;
QualitySettings.antiAliasing = 8;
QualitySettings.softParticles = true;
QualitySettings.realtimeReflectionProbes = true;
QualitySettings.billboardsFaceCameraPosition = true;
QualitySettings.shadows = ShadowQuality.All;
QualitySettings.vSyncCount = 2;
break;
}
}
}
public enum DevicePerformanceLevel
{
Low,
Mid,
High
}
public enum QualityLevel
{
Low,
Mid,
High
}
}
}

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