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 ?
Another solution I tried, was to used GraphicsFence and to check when it's passed property was set to true, but I can only do it in coroutine which are called once per frame, therefore the estimation of the execution time will be always greater than the duration of a frame...