'Measure compute shader execution time in Unity
Is there a way to measure the execution time of a given compute shader in Unity ?
I thought to "artificialy" add a compute buffer in this compute shader and make a "getData" on it, because I know this function will block the cpu, until the gpu calculation is over. But, it seems a bit rough as a method... moreover, how to know how long the getdata will last in this case ?
Solution 1:[1]
Maybe measuring the time between Dispatch and AsyncGPUReadbackRequest.done helps
Sources
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Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | esgnn |
