Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/Debug/DebuggingCommon.hlsl
2024-05-06 11:45:45 -07:00

165 lines
4.6 KiB
HLSL

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