Game.Rendering.ProfileId
Assembly: Assembly-CSharp
Namespace: Game.Rendering
Type: public enum
Base: System.Enum
Summary:
Enum of profiling identifiers used by the rendering/simulation pipeline (primarily water and snow related processing). These identifiers are typically used for tagging profiling samples or switching behaviour in code that orchestrates simulation and rendering steps.
Fields
-
WaterResetToLevel
Reset water to a baseline level (e.g., initialize or clamp water height before simulation). -
SimulateWaterFlow
Compute water flow between cells/tiles (flow solver step). -
SimulateWater
Perform the overall water simulation step (may include multiple sub-steps). -
CopyToHeightMap
Copy computed water-related data into a heightmap texture/buffer. -
ApplyWaterFlow
Apply the results of the flow computation to the water surface/state. -
SourceStep
Handle water/snow source inputs (sources/sinks additions, e.g., rain or drains). -
CopyStep
A generic copy step used in the pipeline to transfer buffers/data between stages. -
DepthStep
Compute or update depth information for water/snow (used for rendering or collision). -
EvaporateStep
Perform evaporation calculations that reduce water quantities. -
VelocityStep
Compute or update velocity fields of the water simulation. -
AddSnow
Add snow accumulation to the terrain/surface. -
TransferSnow
Transfer snow between tiles/cells (redistribution/transport of snow). -
UpdateSplatmap
Update splatmap textures (paint/mask textures used by terrain/shader to blend materials). -
UpdateSnowHeightBackdrop
Update background/auxiliary data representing snow height used for rendering or blending. -
WindGlobalProperties
Compute or set global wind properties affecting simulations (e.g., wind direction/strength used by snow/water).
Properties
- (This enum does not expose properties.)
Constructors
- (Enums do not define constructors in user code; the underlying type and default value are provided by the runtime.)
Methods
- (This enum does not define methods. Typical operations are enum methods provided by System.Enum, such as ToString(), or use in switch/lookup logic.)
Usage Example
using UnityEngine.Profiling;
using Game.Rendering;
public void RunSimulationStep(ProfileId step)
{
// Tag profiler samples with the enum name for clarity in profiling tools
Profiler.BeginSample(step.ToString());
try
{
switch (step)
{
case ProfileId.SimulateWater:
SimulateWater();
break;
case ProfileId.EvaporateStep:
Evaporate();
break;
case ProfileId.AddSnow:
AddSnowAccumulation();
break;
// handle other steps...
default:
break;
}
}
finally
{
Profiler.EndSample();
}
}
void SimulateWater() { /* ... */ }
void Evaporate() { /* ... */ }
void AddSnowAccumulation() { /* ... */ }