The Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary module displays statistics about how much CPU time the Enlighten Realtime Global Illumination subsystem uses across all worker threads. There is an option to control the number of EnlightenA lighting system by Geomerics used in Unity for Enlighten Realtime Global Illumination. More info
See in Glossary worker threads included in Command Line Arguments.
To open the Profiler window, go to menu: Window > Analysis > Profiler.
The Global Illumination Profiler module’s chart tracks the time the global illumination subsystem spent on all worker threads. The timings are divided into 10 categories. To change the order of the categories in the chart, you can drag and drop them in the chart’s legend. You can also click a category’s colored legend to toggle its display.
Chart | Description |
---|---|
Light Probe | The time spent updating Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary. |
Setup | The time spent in the Setup stage. |
Environment | The time spent processing Environment lighting. |
Input Lighting | The time spent processing input lighting. |
Systems | The time spent updating Systems. |
Solve Tasks | The time spent running radiosity solver tasks. |
Dynamic Objects | Time spent updating Dynamic GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
Other Commands | Time spent updating other commands. |
Block Command Write | Time spent in a blocked state, waiting for the command buffer. |
When you select the Global Illumination module, the details pane below it displays a breakdown of where the application spent time in the selected frame. The data available is as follows:
Data | Description |
---|---|
Total CPU Time | Total Enlighten Global Illumination CPU time across all threads in ms. |
Probe Update Time | Time spent updating Light Probes in ms. |
Setup Time | Time spent in the Setup stage in ms. |
Environment Time | Time spent processing Environment lighting in ms. |
Input Lighting Time | Time spent processing input lighting in ms. |
Systems Time | Time spent updating Systems in ms. |
Solve Tasks Time | Time spent running radiosity solver tasks in ms. |
Dynamic Objects Time | Time spent updating Dynamic GameObjects in ms. |
Time Between Updates | Time between Global Illumination updates in ms. |
Other Commands Time | Time spent processing other commands in ms. |
Blocked Command Write Time | Time spent in blocked state, waiting for command buffer in ms. |
Blocked Buffer Writes | Number of writes to the command buffer that were blocking. |
Total Light Probes | Total number of Light Probes in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |
Solved Light Probes | Number of solved Light Probes since the last update. |
Probe Sets | Number of Light Probe sets in the Scene. |
Systems | Number of Enlighten Global Illumination Systems in the Scene. |
Pending Material GPU Renders | Number of Albedo/Emission renders queued for rendering on the GPU. |
Pending Material Updates | Number of Material updates waiting to get processed. |
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