b486678290
Library -Artifacts
369 lines
12 KiB
C#
369 lines
12 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace UnityEngine.Rendering.PostProcessing
|
|
{
|
|
/// <summary>
|
|
/// A list of debug overlays.
|
|
/// </summary>
|
|
public enum DebugOverlay
|
|
{
|
|
/// <summary>
|
|
/// No overlay.
|
|
/// </summary>
|
|
None,
|
|
|
|
/// <summary>
|
|
/// Displays the depth buffer.
|
|
/// </summary>
|
|
Depth,
|
|
|
|
/// <summary>
|
|
/// Displays the screen-space normals buffer.
|
|
/// </summary>
|
|
Normals,
|
|
|
|
/// <summary>
|
|
/// Displays the screen-space motion vectors.
|
|
/// </summary>
|
|
MotionVectors,
|
|
|
|
/// <summary>
|
|
/// Dims the screen and displays NaN and Inf pixels with a bright pink color.
|
|
/// </summary>
|
|
NANTracker,
|
|
|
|
/// <summary>
|
|
/// A color blindness simulator.
|
|
/// </summary>
|
|
ColorBlindnessSimulation,
|
|
|
|
/// <summary>
|
|
/// A menu item separator for the inspector. Do not use.
|
|
/// </summary>
|
|
_,
|
|
|
|
/// <summary>
|
|
/// Displays the raw ambient occlusion map.
|
|
/// </summary>
|
|
AmbientOcclusion,
|
|
|
|
/// <summary>
|
|
/// Displays the bloom buffer.
|
|
/// </summary>
|
|
BloomBuffer,
|
|
|
|
/// <summary>
|
|
/// Displays the thresholded buffer used to generate bloom.
|
|
/// </summary>
|
|
BloomThreshold,
|
|
|
|
/// <summary>
|
|
/// Displays depth of field helpers.
|
|
/// </summary>
|
|
DepthOfField
|
|
}
|
|
|
|
/// <summary>
|
|
/// A list of color blindness types.
|
|
/// </summary>
|
|
public enum ColorBlindnessType
|
|
{
|
|
/// <summary>
|
|
/// Deuteranopia (red-green color blindness).
|
|
/// </summary>
|
|
Deuteranopia,
|
|
|
|
/// <summary>
|
|
/// Protanopia (red-green color blindness).
|
|
/// </summary>
|
|
Protanopia,
|
|
|
|
/// <summary>
|
|
/// Tritanopia (blue-yellow color blindness).
|
|
/// </summary>
|
|
Tritanopia
|
|
}
|
|
|
|
/// <summary>
|
|
/// This class centralizes rendering commands for debug modes.
|
|
/// </summary>
|
|
[Serializable]
|
|
public sealed class PostProcessDebugLayer
|
|
{
|
|
/// <summary>
|
|
/// Light meter renderer.
|
|
/// </summary>
|
|
public LightMeterMonitor lightMeter;
|
|
|
|
/// <summary>
|
|
/// Histogram renderer.
|
|
/// </summary>
|
|
public HistogramMonitor histogram;
|
|
|
|
/// <summary>
|
|
/// Waveform renderer.
|
|
/// </summary>
|
|
public WaveformMonitor waveform;
|
|
|
|
/// <summary>
|
|
/// Vectorscope monitor.
|
|
/// </summary>
|
|
public VectorscopeMonitor vectorscope;
|
|
|
|
Dictionary<MonitorType, Monitor> m_Monitors;
|
|
|
|
// Current frame size
|
|
int frameWidth;
|
|
int frameHeight;
|
|
|
|
/// <summary>
|
|
/// The render target used to render debug overlays in.
|
|
/// </summary>
|
|
public RenderTexture debugOverlayTarget { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Returns <c>true</c> if the frame that was just drawn had an active debug overlay.
|
|
/// </summary>
|
|
public bool debugOverlayActive { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The debug overlay requested for the current frame. It is reset to <c>None</c> once the
|
|
/// frame has finished rendering.
|
|
/// </summary>
|
|
public DebugOverlay debugOverlay { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Debug overlay settings wrapper.
|
|
/// </summary>
|
|
[Serializable]
|
|
public class OverlaySettings
|
|
{
|
|
/// <summary>
|
|
/// Should we remap depth to a linear range?
|
|
/// </summary>
|
|
public bool linearDepth = false;
|
|
|
|
/// <summary>
|
|
/// The intensity of motion vector colors.
|
|
/// </summary>
|
|
[Range(0f, 16f)]
|
|
public float motionColorIntensity = 4f;
|
|
|
|
/// <summary>
|
|
/// The size of the motion vector grid.
|
|
/// </summary>
|
|
[Range(4, 128)]
|
|
public int motionGridSize = 64;
|
|
|
|
/// <summary>
|
|
/// The color blindness type to simulate.
|
|
/// </summary>
|
|
public ColorBlindnessType colorBlindnessType = ColorBlindnessType.Deuteranopia;
|
|
|
|
/// <summary>
|
|
/// The strength of the selected color blindness type.
|
|
/// </summary>
|
|
[Range(0f, 1f)]
|
|
public float colorBlindnessStrength = 1f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Debug overlay settings.
|
|
/// </summary>
|
|
public OverlaySettings overlaySettings;
|
|
|
|
internal void OnEnable()
|
|
{
|
|
RuntimeUtilities.CreateIfNull(ref lightMeter);
|
|
RuntimeUtilities.CreateIfNull(ref histogram);
|
|
RuntimeUtilities.CreateIfNull(ref waveform);
|
|
RuntimeUtilities.CreateIfNull(ref vectorscope);
|
|
RuntimeUtilities.CreateIfNull(ref overlaySettings);
|
|
|
|
m_Monitors = new Dictionary<MonitorType, Monitor>
|
|
{
|
|
{ MonitorType.LightMeter, lightMeter },
|
|
{ MonitorType.Histogram, histogram },
|
|
{ MonitorType.Waveform, waveform },
|
|
{ MonitorType.Vectorscope, vectorscope }
|
|
};
|
|
|
|
foreach (var kvp in m_Monitors)
|
|
kvp.Value.OnEnable();
|
|
}
|
|
|
|
internal void OnDisable()
|
|
{
|
|
foreach (var kvp in m_Monitors)
|
|
kvp.Value.OnDisable();
|
|
|
|
DestroyDebugOverlayTarget();
|
|
}
|
|
|
|
void DestroyDebugOverlayTarget()
|
|
{
|
|
RuntimeUtilities.Destroy(debugOverlayTarget);
|
|
debugOverlayTarget = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests the drawing of a monitor for the current frame.
|
|
/// </summary>
|
|
/// <param name="monitor">The monitor to request</param>
|
|
public void RequestMonitorPass(MonitorType monitor)
|
|
{
|
|
m_Monitors[monitor].requested = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests the drawing of a debug overlay for the current frame.
|
|
/// </summary>
|
|
/// <param name="mode">The debug overlay to request</param>
|
|
public void RequestDebugOverlay(DebugOverlay mode)
|
|
{
|
|
debugOverlay = mode;
|
|
}
|
|
|
|
// Sets the current frame size - used to make sure the debug overlay target is always the
|
|
// correct size - mostly useful in the editor as the user can easily resize the gameview.
|
|
internal void SetFrameSize(int width, int height)
|
|
{
|
|
frameWidth = width;
|
|
frameHeight = height;
|
|
debugOverlayActive = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blit a source render target to the debug overlay target.
|
|
/// </summary>
|
|
/// <param name="cmd">The command buffer to send render commands to</param>
|
|
/// <param name="source">The source target</param>
|
|
/// <param name="sheet">The property sheet to use for the blit</param>
|
|
/// <param name="pass">The pass to use for the property sheet</param>
|
|
public void PushDebugOverlay(CommandBuffer cmd, RenderTargetIdentifier source, PropertySheet sheet, int pass)
|
|
{
|
|
if (debugOverlayTarget == null || !debugOverlayTarget.IsCreated() || debugOverlayTarget.width != frameWidth || debugOverlayTarget.height != frameHeight)
|
|
{
|
|
RuntimeUtilities.Destroy(debugOverlayTarget);
|
|
|
|
debugOverlayTarget = new RenderTexture(frameWidth, frameHeight, 0, RenderTextureFormat.ARGB32)
|
|
{
|
|
name = "Debug Overlay Target",
|
|
anisoLevel = 1,
|
|
filterMode = FilterMode.Bilinear,
|
|
wrapMode = TextureWrapMode.Clamp,
|
|
hideFlags = HideFlags.HideAndDontSave
|
|
};
|
|
debugOverlayTarget.Create();
|
|
}
|
|
|
|
cmd.BlitFullscreenTriangle(source, debugOverlayTarget, sheet, pass);
|
|
debugOverlayActive = true;
|
|
}
|
|
|
|
internal DepthTextureMode GetCameraFlags()
|
|
{
|
|
if (debugOverlay == DebugOverlay.Depth)
|
|
return DepthTextureMode.Depth;
|
|
|
|
if (debugOverlay == DebugOverlay.Normals)
|
|
return DepthTextureMode.DepthNormals;
|
|
|
|
if (debugOverlay == DebugOverlay.MotionVectors)
|
|
return DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
|
|
|
|
return DepthTextureMode.None;
|
|
}
|
|
|
|
internal void RenderMonitors(PostProcessRenderContext context)
|
|
{
|
|
// Monitors
|
|
bool anyActive = false;
|
|
bool needsHalfRes = false;
|
|
|
|
foreach (var kvp in m_Monitors)
|
|
{
|
|
bool active = kvp.Value.IsRequestedAndSupported(context);
|
|
anyActive |= active;
|
|
needsHalfRes |= active && kvp.Value.NeedsHalfRes();
|
|
}
|
|
|
|
if (!anyActive)
|
|
return;
|
|
|
|
var cmd = context.command;
|
|
cmd.BeginSample("Monitors");
|
|
|
|
if (needsHalfRes)
|
|
{
|
|
cmd.GetTemporaryRT(ShaderIDs.HalfResFinalCopy, context.width / 2, context.height / 2, 0, FilterMode.Bilinear, context.sourceFormat);
|
|
cmd.Blit(context.destination, ShaderIDs.HalfResFinalCopy);
|
|
}
|
|
|
|
foreach (var kvp in m_Monitors)
|
|
{
|
|
var monitor = kvp.Value;
|
|
|
|
if (monitor.requested)
|
|
monitor.Render(context);
|
|
}
|
|
|
|
if (needsHalfRes)
|
|
cmd.ReleaseTemporaryRT(ShaderIDs.HalfResFinalCopy);
|
|
|
|
cmd.EndSample("Monitors");
|
|
}
|
|
|
|
internal void RenderSpecialOverlays(PostProcessRenderContext context)
|
|
{
|
|
if (debugOverlay == DebugOverlay.Depth)
|
|
{
|
|
var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
|
|
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.linearDepth ? 1f : 0f, 0f, 0f, 0f));
|
|
PushDebugOverlay(context.command, BuiltinRenderTextureType.None, sheet, 0);
|
|
}
|
|
else if (debugOverlay == DebugOverlay.Normals)
|
|
{
|
|
var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
|
|
sheet.ClearKeywords();
|
|
|
|
#if !UNITY_2022_1_OR_NEWER
|
|
if (context.camera.actualRenderingPath == RenderingPath.DeferredLighting)
|
|
sheet.EnableKeyword("SOURCE_GBUFFER");
|
|
#endif
|
|
|
|
PushDebugOverlay(context.command, BuiltinRenderTextureType.None, sheet, 1);
|
|
}
|
|
else if (debugOverlay == DebugOverlay.MotionVectors)
|
|
{
|
|
var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
|
|
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.motionColorIntensity, overlaySettings.motionGridSize, 0f, 0f));
|
|
PushDebugOverlay(context.command, context.source, sheet, 2);
|
|
}
|
|
else if (debugOverlay == DebugOverlay.NANTracker)
|
|
{
|
|
var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
|
|
PushDebugOverlay(context.command, context.source, sheet, 3);
|
|
}
|
|
else if (debugOverlay == DebugOverlay.ColorBlindnessSimulation)
|
|
{
|
|
var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
|
|
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.colorBlindnessStrength, 0f, 0f, 0f));
|
|
PushDebugOverlay(context.command, context.source, sheet, 4 + (int)overlaySettings.colorBlindnessType);
|
|
}
|
|
}
|
|
|
|
internal void EndFrame()
|
|
{
|
|
foreach (var kvp in m_Monitors)
|
|
kvp.Value.requested = false;
|
|
|
|
if (!debugOverlayActive)
|
|
DestroyDebugOverlayTarget();
|
|
|
|
debugOverlay = DebugOverlay.None;
|
|
}
|
|
}
|
|
}
|