b486678290
Library -Artifacts
165 lines
4.6 KiB
HLSL
165 lines
4.6 KiB
HLSL
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#ifndef UNIVERSAL_DEBUGGING_COMMON_INCLUDED
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#define UNIVERSAL_DEBUGGING_COMMON_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl"
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#if defined(DEBUG_DISPLAY)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
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// Material settings...
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int _DebugMaterialMode;
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int _DebugVertexAttributeMode;
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int _DebugMaterialValidationMode;
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// Rendering settings...
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int _DebugFullScreenMode;
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int _DebugSceneOverrideMode;
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int _DebugMipInfoMode;
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int _DebugValidationMode;
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// Lighting settings...
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int _DebugLightingMode;
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int _DebugLightingFeatureFlags;
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half _DebugValidateAlbedoMinLuminance = 0.01;
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half _DebugValidateAlbedoMaxLuminance = 0.90;
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half _DebugValidateAlbedoSaturationTolerance = 0.214;
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half _DebugValidateAlbedoHueTolerance = 0.104;
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half3 _DebugValidateAlbedoCompareColor = half3(0.5, 0.5, 0.5);
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half _DebugValidateMetallicMinValue = 0;
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half _DebugValidateMetallicMaxValue = 0.9;
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float4 _DebugColor;
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float4 _DebugColorInvalidMode;
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float4 _DebugValidateBelowMinThresholdColor;
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float4 _DebugValidateAboveMaxThresholdColor;
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half3 GetDebugColor(uint index)
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{
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uint clampedIndex = clamp(index, 0, DEBUG_COLORS_COUNT-1);
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return kDebugColorGradient[clampedIndex].rgb;
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}
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bool TryGetDebugColorInvalidMode(out half4 debugColor)
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{
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// Depending upon how we want to deal with invalid modes, this code may need to change,
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// for now we'll simply make each pixel use "_DebugColorInvalidMode"...
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debugColor = _DebugColorInvalidMode;
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return true;
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}
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uint GetMipMapLevel(float2 nonNormalizedUVCoordinate)
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{
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// The OpenGL Graphics System: A Specification 4.2
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// - chapter 3.9.11, equation 3.21
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float2 dx_vtc = ddx(nonNormalizedUVCoordinate);
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float2 dy_vtc = ddy(nonNormalizedUVCoordinate);
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float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc));
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return (uint)(0.5 * log2(delta_max_sqr));
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}
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bool CalculateValidationAlbedo(half3 albedo, out half4 color)
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{
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half luminance = Luminance(albedo);
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if (luminance < _DebugValidateAlbedoMinLuminance)
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{
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color = _DebugValidateBelowMinThresholdColor;
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}
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else if (luminance > _DebugValidateAlbedoMaxLuminance)
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{
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color = _DebugValidateAboveMaxThresholdColor;
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}
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else
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{
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half3 hsv = RgbToHsv(albedo);
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half hue = hsv.r;
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half sat = hsv.g;
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half3 compHSV = RgbToHsv(_DebugValidateAlbedoCompareColor.rgb);
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half compHue = compHSV.r;
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half compSat = compHSV.g;
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if ((compSat - _DebugValidateAlbedoSaturationTolerance > sat) || ((compHue - _DebugValidateAlbedoHueTolerance > hue) && (compHue - _DebugValidateAlbedoHueTolerance + 1.0 > hue)))
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{
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color = _DebugValidateBelowMinThresholdColor;
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}
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else if ((sat > compSat + _DebugValidateAlbedoSaturationTolerance) || ((hue > compHue + _DebugValidateAlbedoHueTolerance) && (hue > compHue + _DebugValidateAlbedoHueTolerance - 1.0)))
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{
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color = _DebugValidateAboveMaxThresholdColor;
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}
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else
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{
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color = half4(luminance, luminance, luminance, 1.0);
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}
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}
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return true;
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}
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bool CalculateColorForDebugSceneOverride(out half4 color)
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{
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if (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE)
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{
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color = 0;
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return false;
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}
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else
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{
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color = _DebugColor;
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return true;
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}
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}
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#endif
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bool IsAlphaDiscardEnabled()
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{
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#if defined(DEBUG_DISPLAY)
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return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE);
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#else
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return true;
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#endif
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}
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bool IsFogEnabled()
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{
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#if defined(DEBUG_DISPLAY)
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return (_DebugMaterialMode == DEBUGMATERIALMODE_NONE) &&
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(_DebugVertexAttributeMode == DEBUGVERTEXATTRIBUTEMODE_NONE) &&
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(_DebugMaterialValidationMode == DEBUGMATERIALVALIDATIONMODE_NONE) &&
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(_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE) &&
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(_DebugMipInfoMode == DEBUGMIPINFOMODE_NONE) &&
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(_DebugLightingMode == DEBUGLIGHTINGMODE_NONE) &&
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(_DebugLightingFeatureFlags == 0) &&
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(_DebugValidationMode == DEBUGVALIDATIONMODE_NONE);
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#else
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return true;
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#endif
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}
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bool IsLightingFeatureEnabled(uint bitMask)
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{
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#if defined(DEBUG_DISPLAY)
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return (_DebugLightingFeatureFlags == 0) || ((_DebugLightingFeatureFlags & bitMask) != 0);
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#else
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return true;
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#endif
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}
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bool IsOnlyAOLightingFeatureEnabled()
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{
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#if defined(DEBUG_DISPLAY)
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return _DebugLightingFeatureFlags == DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION;
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#else
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return false;
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#endif
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}
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#endif
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