While it's completely out of the scope of this book to describe how this tool actually works internally, we can surmise that Unity has given us a way to view the computer's performance while our game is running. Basically, this window is tied very tightly to the CPU and GPU to give us real-time feedback of how much time is being taken for each of our scripts, objects, and render queues. Using this information, we have seen that we can track the efficiency of our shader writing to eliminate problem areas and code.
It's important to note that games running with the Profiler open, as well as from within the editor in general, will make the game slightly slower than it would be when compiled and running in a normal situation. ...