프로젝트 버전 업그레이드 및 빌드 테스트

This commit is contained in:
정영민
2025-03-24 10:38:28 +09:00
parent 6b19958ff7
commit 913f3efe61
388 changed files with 92890 additions and 11465 deletions

View File

@@ -1,19 +1,20 @@
using UnityEngine;
using UnityEngine;
using System.Collections;
using UnityEngine.TextCore.LowLevel;
namespace TMPro.Examples
{
public class Benchmark03 : MonoBehaviour
{
public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 }
public int SpawnType = 0;
public int NumberOfNPC = 12;
public int NumberOfSamples = 100;
public BenchmarkType Benchmark;
public Font TheFont;
public Font SourceFont;
//private TextMeshProFloatingText floatingText_Script;
void Awake()
{
@@ -23,54 +24,66 @@ namespace TMPro.Examples
void Start()
{
for (int i = 0; i < NumberOfNPC; i++)
TMP_FontAsset fontAsset = null;
// Create Dynamic Font Asset for the given font file.
switch (Benchmark)
{
if (SpawnType == 0)
case BenchmarkType.TMP_SDF_MOBILE:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
break;
case BenchmarkType.TMP_SDF__MOBILE_SSD:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD");
break;
case BenchmarkType.TMP_SDF:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field");
break;
case BenchmarkType.TMP_BITMAP_MOBILE:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic);
break;
}
for (int i = 0; i < NumberOfSamples; i++)
{
switch (Benchmark)
{
// TextMesh Pro Implementation
//go.transform.localScale = new Vector3(2, 2, 2);
GameObject go = new GameObject(); //"NPC " + i);
//go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
case BenchmarkType.TMP_SDF_MOBILE:
case BenchmarkType.TMP_SDF__MOBILE_SSD:
case BenchmarkType.TMP_SDF:
case BenchmarkType.TMP_BITMAP_MOBILE:
{
GameObject go = new GameObject();
go.transform.position = new Vector3(0, 1.2f, 0);
go.transform.position = new Vector3(0, 0, 0);
//go.renderer.castShadows = false;
//go.renderer.receiveShadows = false;
//go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);
TextMeshPro textComponent = go.AddComponent<TextMeshPro>();
textComponent.font = fontAsset;
textComponent.fontSize = 128;
textComponent.text = "@";
textComponent.alignment = TextAlignmentOptions.Center;
textComponent.color = new Color32(255, 255, 0, 255);
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
//textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
textMeshPro.alignment = TextAlignmentOptions.Center;
textMeshPro.fontSize = 96;
if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE)
textComponent.fontSize = 132;
textMeshPro.text = "@";
textMeshPro.color = new Color32(255, 255, 0, 255);
//textMeshPro.Text = "!";
}
break;
case BenchmarkType.TEXTMESH_BITMAP:
{
GameObject go = new GameObject();
go.transform.position = new Vector3(0, 1.2f, 0);
TextMesh textMesh = go.AddComponent<TextMesh>();
textMesh.GetComponent<Renderer>().sharedMaterial = SourceFont.material;
textMesh.font = SourceFont;
textMesh.anchor = TextAnchor.MiddleCenter;
textMesh.fontSize = 130;
// Spawn Floating Text
//floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
//floatingText_Script.SpawnType = 0;
}
else
{
// TextMesh Implementation
GameObject go = new GameObject(); //"NPC " + i);
//go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
go.transform.position = new Vector3(0, 0, 0);
TextMesh textMesh = go.AddComponent<TextMesh>();
textMesh.GetComponent<Renderer>().sharedMaterial = TheFont.material;
textMesh.font = TheFont;
textMesh.anchor = TextAnchor.MiddleCenter;
textMesh.fontSize = 96;
textMesh.color = new Color32(255, 255, 0, 255);
textMesh.text = "@";
// Spawn Floating Text
//floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
//floatingText_Script.SpawnType = 1;
textMesh.color = new Color32(255, 255, 0, 255);
textMesh.text = "@";
}
break;
}
}
}