235 lines
7.7 KiB
C#
235 lines
7.7 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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{
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#region Material Settings
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/// <summary>
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/// Debug material modes.
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/// </summary>
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[GenerateHLSL]
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public enum DebugMaterialMode
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{
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/// <summary>No material debug.</summary>
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None,
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/// <summary>Display material albedo.</summary>
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Albedo,
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/// <summary>Display material specular.</summary>
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Specular,
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/// <summary>Display material alpha.</summary>
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Alpha,
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/// <summary>Display material smoothness.</summary>
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Smoothness,
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/// <summary>Display material ambient occlusion.</summary>
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AmbientOcclusion,
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/// <summary>Display material emission.</summary>
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Emission,
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/// <summary>Display material normal (world space).</summary>
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NormalWorldSpace,
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/// <summary>Display material normal (tangent space).</summary>
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NormalTangentSpace,
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/// <summary>Display evaluated lighting complexity.</summary>
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LightingComplexity,
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/// <summary>Display material metallic.</summary>
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Metallic,
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/// <summary>Display material sprite mask.</summary>
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SpriteMask,
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}
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/// <summary>
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/// Debug mode for displaying vertex attributes interpolated from vertex to pixel shader.
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/// </summary>
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[GenerateHLSL]
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public enum DebugVertexAttributeMode
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{
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/// <summary>No vertex attribute debug.</summary>
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None,
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/// <summary>Display texture coordinate 0.</summary>
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Texcoord0,
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/// <summary>Display texture coordinate 1.</summary>
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Texcoord1,
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/// <summary>Display texture coordinate 2.</summary>
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Texcoord2,
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/// <summary>Display texture coordinate 3.</summary>
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Texcoord3,
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/// <summary>Display vertex color.</summary>
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Color,
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/// <summary>Display tangent.</summary>
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Tangent,
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/// <summary>Display normal.</summary>
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Normal,
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}
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/// <summary>
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/// Debug mode for validating out-of-range values of different material channels.
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/// </summary>
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[GenerateHLSL]
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public enum DebugMaterialValidationMode
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{
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/// <summary>No material debug validation override.</summary>
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None,
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/// <summary>Validate albedo values according to validation settings.</summary>
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Albedo,
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/// <summary>Validate metallic values according to validation settings.</summary>
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Metallic
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}
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#endregion
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#region Rendering Settings
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/// <summary>
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/// Debug mode for displaying intermediate render targets.
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/// </summary>
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[GenerateHLSL]
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public enum DebugFullScreenMode
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{
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/// <summary>No intermediate render target displayed.</summary>
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None,
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/// <summary>Display depth buffer contents.</summary>
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Depth,
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/// <summary>Display the shadow map from additional lights.</summary>
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AdditionalLightsShadowMap,
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/// <summary>Display the main shadow map.</summary>
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MainLightShadowMap,
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}
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/// <summary>
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/// Debug mode that overrides how the renderer behaves.
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/// </summary>
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[GenerateHLSL]
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public enum DebugSceneOverrideMode
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{
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/// <summary>No debug override.</summary>
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None,
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/// <summary>Visualize overdraw by drawing geometry using a semitransparent material. Areas that look opaque contain more overdraw.</summary>
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Overdraw,
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/// <summary>Render using wireframe only.</summary>
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Wireframe,
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/// <summary>Render using a constant fill color and wireframe.</summary>
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SolidWireframe,
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/// <summary>Render shaded geometry in addition to wireframe.</summary>
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ShadedWireframe,
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}
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/// <summary>
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/// Debug modes for texture mipmaps.
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/// </summary>
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[GenerateHLSL]
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public enum DebugMipInfoMode
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{
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/// <summary>No mipmap debug.</summary>
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None,
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/// <summary>Display the mipmap level sampled.</summary>
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Level,
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/// <summary>Display the amount of mip levels available.</summary>
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Count,
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/// <summary>Display the mip ratio.</summary>
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Ratio
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}
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/// <summary>
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/// Mode that controls if post-processing is allowed.
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/// </summary>
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/// <remarks>
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/// When "Auto" is used, post-processing can be either on or off, depending on other active debug modes.
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/// </remarks>
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[GenerateHLSL]
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public enum DebugPostProcessingMode
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{
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/// <summary>Post-processing disabled.</summary>
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Disabled,
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/// <summary>Post-processing is either on or off, depending on other debug modes.</summary>
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Auto,
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/// <summary>Post-processing enabled.</summary>
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Enabled
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};
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/// <summary>
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/// Debug modes for validating illegal output values.
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/// </summary>
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[GenerateHLSL]
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public enum DebugValidationMode
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{
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/// <summary>No validation.</summary>
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None,
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/// <summary>Highlight all pixels containing NaN (not a number), infinite or negative values.</summary>
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[InspectorName("Highlight NaN, Inf and Negative Values")]
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HighlightNanInfNegative,
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/// <summary>Highlight all pixels with values outside the specified range.</summary>
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[InspectorName("Highlight Values Outside Range")]
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HighlightOutsideOfRange
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}
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/// <summary>
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/// The channels used by DebugValidationMode.HighlightOutsideOfRange.
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/// </summary>
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/// <remarks>
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/// When "RGB" is used, the pixel's RGB value is first converted to a luminance value.
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/// Individual channels (R, G, B, and A) are tested individually against the range.
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/// </remarks>
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[GenerateHLSL]
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public enum PixelValidationChannels
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{
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/// <summary>Use luminance calculated from RGB channels as the value to validate.</summary>
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RGB,
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/// <summary>Validate the red channel value.</summary>
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R,
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/// <summary>Validate the green channel value.</summary>
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G,
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/// <summary>Validate the blue channel value.</summary>
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B,
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/// <summary>Validate the alpha channel value.</summary>
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A
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}
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#endregion
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#region Lighting settings
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/// <summary>
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/// Debug modes for lighting.
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/// </summary>
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[GenerateHLSL]
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public enum DebugLightingMode
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{
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/// <summary>No lighting debug mode.</summary>
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None,
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/// <summary>Display shadow cascades using different colors.</summary>
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ShadowCascades,
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/// <summary>Display lighting result without applying normal maps.</summary>
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LightingWithoutNormalMaps,
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/// <summary>Display lighting result (including normal maps).</summary>
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LightingWithNormalMaps,
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/// <summary>Display only reflections.</summary>
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Reflections,
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/// <summary>Display only reflections with smoothness.</summary>
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ReflectionsWithSmoothness,
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}
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/// <summary>
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/// Debug mode that allows selective disabling of individual lighting components.
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/// </summary>
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[GenerateHLSL, Flags]
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public enum DebugLightingFeatureFlags
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{
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/// <summary>The debug mode is not active.</summary>
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None,
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/// <summary>Display contribution from global illumination.</summary>
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GlobalIllumination = 0x1,
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/// <summary>Display contribution from the main light.</summary>
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MainLight = 0x2,
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/// <summary>Display contribution from additional lights.</summary>
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AdditionalLights = 0x4,
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/// <summary>Display contribution from vertex lighting.</summary>
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VertexLighting = 0x8,
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/// <summary>Display contribution from emissive objects.</summary>
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Emission = 0x10,
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/// <summary>Display contribution from ambient occlusion.</summary>
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AmbientOcclusion = 0x20,
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}
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#endregion
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}
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