Version: 2019.4
전역 조명 프로파일러 모듈
메모리 프로파일러 모듈

GPU Usage Profiler module

The GPU Usage Profiler module displays where your application spends time in the GPU. You can only use the GPU Profiler in Playmode, or for builds of your application. You cannot use it to profile the Editor.

The GPU Usage Profiler in the Profiler Window
The GPU Usage Profiler in the Profiler Window

Note: If you have Graphics Jobs enabled in the Player Settings, GPU profiling is not supported. For more information, see the documentation on Standalone Player Settings. Additionally, on macOS, you can only profile the GPU on Mavericks 10.9 or later.

GPU profiling support

The following table lists the platforms that the GPU Usage Profiler module supports:

플랫폼 그래픽스 API Status
Windows DirectX 11, DirectX 12, OpenGL 지원됨
Vulkan Not supported
macOS OpenGL Supported. Note: Apple has deprecated support of OpenGL.
Metal Not supported. Use XCode’s GPU Frame Debugger UI instead.
Linux OpenGL core 지원됨
Vulkan Not supported
PlayStation 4 libgnm 지원됨
Xbox One DirectX 11, DirectX 12 지원됨
스위치 Switch API 지원됨
WebGL All WebGL Not supported
Android OpenGL Supported on devices running NVIDIA or Intel GPUs.
Vulkan Not supported
iOS, tvOS OpenGL Supported. Note: Apple has deprecated support of OpenGL.
Metal Not supported. Use XCode’s GPU Frame Debugger UI instead.
Tizen OpenGL 지원되지 않음.

On Windows, Unity supports Playmode profiling in the Editor with Direct3D 9 and Direct3D 11 APIs only. This is convenient for quick profiling, because it means you don’t need to build the Player; however, the overhead of running the Unity Editor affects the Profiler, which might make the profiling results less accurate.

차트 카테고리

The GPU Usage Profiler module’s chart has several different categories that you can use to investigate GPU timings. 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 category 설명
Opaque Built-in rendering pipeline’s time to render opaque objects
Transparent Built-in rendering pipeline’s time to render transparent objects
Shadows/Depth Built-in rendering pipeline’s time to render shadow maps
Deferred PrePass Built-in deferred rendering pipeline’s time to render depth buffer pre pass.
Deferred Lighting Built-in deferred rendering pipeline’s time to do lighting.
PostProcess Built-in rendering pipeline’s time to process post processing effects.
기타 Rendering time to process other things such as Scriptable Rendering Pipelines

모듈 세부 정보 창

When you select the GPU Usage module, the details pane below it displays a breakdown of where the application spent time in the selected frame. You can display the timing data as a hierarchical table. To change the table views, use the top-left dropdown in the details pane (set to Hierarchy by default). The views available are:

기능
Hierarchy Groups the timing data by its internal hierarchical structure. This option displays the elements that your application called in a descending list format, ordered by the time spent by default. You can also order the information by the total amount of GPU time, or the number of calls. To change the column that orders the table, click the table column’s header.
Raw Hierarchy 타이밍 데이터를 타이밍이 발생한 호출 스택과 유사한 계층 구조로 표시합니다. Unity는 계층 뷰에서와 같이 각 호출 스택을 병합하지 않고 이 모드에서 개별적으로 나열합니다.

When you select the GPU Usage Profiler module, the lower pane of the Profiler displays hierarchical time data for the selected frame. Select an item from the Hierarchy to see a breakdown of contributions in the right-hand panel. See documentation on the Profiler window to learn more about the Profiler window’s functionality.

The table views have the following columns:

기능
Total Unity가 특정 함수에 소비한 총 시간(백분율)입니다.
DrawCalls The number of calls made to this function in this frame.
GPU ms The total amount of time Unity spent on a particular function, in milliseconds.
전역 조명 프로파일러 모듈
메모리 프로파일러 모듈