Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/Debug/DebuggingFullscreen.hlsl

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2024-05-06 14:45:45 -04:00
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
#if defined(DEBUG_DISPLAY)
int _ValidationChannels;
float _RangeMinimum;
float _RangeMaximum;
TEXTURE2D_X(_DebugTexture);
TEXTURE2D(_DebugTextureNoStereo);
SAMPLER(sampler_DebugTexture);
half4 _DebugTextureDisplayRect;
int _DebugRenderTargetSupportsStereo;
bool CalculateDebugColorRenderingSettings(half4 color, float2 uv, inout half4 debugColor)
{
switch(_DebugFullScreenMode)
{
case DEBUGFULLSCREENMODE_DEPTH:
case DEBUGFULLSCREENMODE_MAIN_LIGHT_SHADOW_MAP:
case DEBUGFULLSCREENMODE_ADDITIONAL_LIGHTS_SHADOW_MAP:
{
float2 uvOffset = half2(uv.x - _DebugTextureDisplayRect.x, uv.y - _DebugTextureDisplayRect.y);
if ((uvOffset.x >= 0) && (uvOffset.x < _DebugTextureDisplayRect.z) &&
(uvOffset.y >= 0) && (uvOffset.y < _DebugTextureDisplayRect.w))
{
float2 debugTextureUv = float2(uvOffset.x / _DebugTextureDisplayRect.z, uvOffset.y / _DebugTextureDisplayRect.w);
half4 sampleColor = (half4)0;
if (_DebugRenderTargetSupportsStereo == 1)
sampleColor = SAMPLE_TEXTURE2D_X(_DebugTexture, sampler_DebugTexture, debugTextureUv);
else
sampleColor = SAMPLE_TEXTURE2D(_DebugTextureNoStereo, sampler_DebugTexture, debugTextureUv);
debugColor = _DebugFullScreenMode == DEBUGFULLSCREENMODE_DEPTH ? half4(sampleColor.rrr, 1) : sampleColor;
return true;
}
else
{
return false;
}
}
default:
{
return false;
}
} // End of switch.
}
bool CalculateDebugColorValidationSettings(half4 color, float2 uv, inout half4 debugColor)
{
switch(_DebugValidationMode)
{
case DEBUGVALIDATIONMODE_HIGHLIGHT_NAN_INF_NEGATIVE:
{
#if !defined (SHADER_API_GLES)
if (AnyIsNaN(color))
{
debugColor = half4(1, 0, 0, 1);
}
else if (AnyIsInf(color))
{
debugColor = half4(0, 1, 0, 1);
}
else
#endif
if (color.r < 0 || color.g < 0 || color.b < 0 || color.a < 0)
{
debugColor = half4(0, 0, 1, 1);
}
else
{
debugColor = half4(Luminance(color).rrr, 1);
}
return true;
}
case DEBUGVALIDATIONMODE_HIGHLIGHT_OUTSIDE_OF_RANGE:
{
float val;
if (_ValidationChannels == PIXELVALIDATIONCHANNELS_RGB)
{
val = Luminance(color.rgb);
}
else if (_ValidationChannels == PIXELVALIDATIONCHANNELS_R)
{
val = color.r;
}
else if (_ValidationChannels == PIXELVALIDATIONCHANNELS_G)
{
val = color.g;
}
else if (_ValidationChannels == PIXELVALIDATIONCHANNELS_B)
{
val = color.b;
}
else if (_ValidationChannels == PIXELVALIDATIONCHANNELS_A)
{
val = color.a;
}
if (val < _RangeMinimum)
debugColor = _DebugValidateBelowMinThresholdColor;
else if (val > _RangeMaximum)
debugColor = _DebugValidateAboveMaxThresholdColor;
else
debugColor = half4(Luminance(color.rgb).rrr, 1);
return true;
}
default:
{
return false;
}
} // End of switch.
}
bool CanDebugOverrideOutputColor(half4 color, float2 uv, inout half4 debugColor)
{
return CalculateDebugColorRenderingSettings(color, uv, debugColor) ||
CalculateDebugColorValidationSettings(color, uv, debugColor);
}
#endif