#if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 处理像素计算 /// public class EffectEvlaData { public int pixDrawTimes = 0; // 总调用的渲染次数 public int pixTotal = 0; // n次后的理论上总渲染数 public int pixActualDrawTotal = 0; // n次后的实际上渲染次数 public string quality; //获取指定区域内的所有像素 public int GetPixDrawAverage() { if (pixDrawTimes == 0) { return 0; } return pixTotal / pixDrawTimes; } //获取指定区域内的实际每个像素的绘制总数 public int GetPixActualDrawAverage() { if (pixDrawTimes == 0) { return 0; } return pixActualDrawTotal / pixDrawTimes; } //平均像素绘制次数 public int GetPixRate() { int pixDrawAverage = GetPixDrawAverage(); if (pixDrawAverage == 0) { return 0; } //实际总绘制次数 / 总像素点 return GetPixActualDrawAverage() / GetPixDrawAverage(); } public string GetPixDrawAverageStr() { return "特效原填充像素点:" + this.GetPixDrawAverage(); } public string GetPixActualDrawAverageStr() { return "特效实际填充像素点:" + this.GetPixActualDrawAverage(); } public string GetPixRateStr() { return "平均每像素overdraw率:" + this.GetPixRate(); } } #endif