295 lines
9.9 KiB
HLSL
295 lines
9.9 KiB
HLSL
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#ifndef UNIVERSAL_DEBUGGING3D_INCLUDED
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#define UNIVERSAL_DEBUGGING3D_INCLUDED
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// Ensure that we always include "DebuggingCommon.hlsl" even if we don't use it - saves extraneous includes elsewhere...
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
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#if defined(DEBUG_DISPLAY)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#define SETUP_DEBUG_TEXTURE_DATA(inputData, uv, texture) SetupDebugDataTexture(inputData, uv, texture##_TexelSize, texture##_MipInfo, GetMipCount(TEXTURE2D_ARGS(texture, sampler##texture)))
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void SetupDebugDataTexture(inout InputData inputData, float2 uv, float4 texelSize, float4 mipInfo, uint mipCount)
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{
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inputData.uv = uv;
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inputData.texelSize = texelSize;
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inputData.mipInfo = mipInfo;
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inputData.mipCount = mipCount;
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}
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void SetupDebugDataBrdf(inout InputData inputData, half3 brdfDiffuse, half3 brdfSpecular)
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{
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inputData.brdfDiffuse = brdfDiffuse;
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inputData.brdfSpecular = brdfSpecular;
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}
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bool UpdateSurfaceAndInputDataForDebug(inout SurfaceData surfaceData, inout InputData inputData)
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{
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bool changed = false;
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS || _DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS)
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{
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surfaceData.albedo = 1;
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surfaceData.emission = 0;
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surfaceData.specular = 0;
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surfaceData.occlusion = 1;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.metallic = 0;
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surfaceData.smoothness = 0;
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changed = true;
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}
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else if (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS)
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{
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surfaceData.albedo = 0;
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surfaceData.emission = 0;
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surfaceData.occlusion = 1;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.specular = 1;
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surfaceData.metallic = 0;
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS)
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{
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surfaceData.smoothness = 1;
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}
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changed = true;
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}
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS)
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{
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const half3 normalTS = half3(0, 0, 1);
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#if defined(_NORMALMAP)
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inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
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#else
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inputData.normalWS = inputData.normalWS;
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#endif
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surfaceData.normalTS = normalTS;
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changed = true;
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}
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return changed;
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}
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bool CalculateValidationMetallic(half3 albedo, half metallic, inout half4 debugColor)
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{
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if (metallic < _DebugValidateMetallicMinValue)
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{
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debugColor = _DebugValidateBelowMinThresholdColor;
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}
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else if (metallic > _DebugValidateMetallicMaxValue)
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{
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debugColor = _DebugValidateAboveMaxThresholdColor;
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}
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else
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{
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half luminance = Luminance(albedo);
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debugColor = half4(luminance, luminance, luminance, 1);
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}
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return true;
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}
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bool CalculateValidationColorForDebug(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
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{
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switch(_DebugMaterialValidationMode)
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{
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case DEBUGMATERIALVALIDATIONMODE_NONE:
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return false;
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case DEBUGMATERIALVALIDATIONMODE_ALBEDO:
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return CalculateValidationAlbedo(surfaceData.albedo, debugColor);
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case DEBUGMATERIALVALIDATIONMODE_METALLIC:
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return CalculateValidationMetallic(surfaceData.albedo, surfaceData.metallic, debugColor);
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default:
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return TryGetDebugColorInvalidMode(debugColor);
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}
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}
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bool CalculateColorForDebugMaterial(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
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{
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// Debug materials...
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switch(_DebugMaterialMode)
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{
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case DEBUGMATERIALMODE_NONE:
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return false;
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case DEBUGMATERIALMODE_ALBEDO:
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debugColor = half4(surfaceData.albedo, 1);
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return true;
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case DEBUGMATERIALMODE_SPECULAR:
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debugColor = half4(surfaceData.specular, 1);
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return true;
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case DEBUGMATERIALMODE_ALPHA:
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debugColor = half4(surfaceData.alpha.rrr, 1);
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return true;
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case DEBUGMATERIALMODE_SMOOTHNESS:
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debugColor = half4(surfaceData.smoothness.rrr, 1);
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return true;
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case DEBUGMATERIALMODE_AMBIENT_OCCLUSION:
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debugColor = half4(surfaceData.occlusion.rrr, 1);
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return true;
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case DEBUGMATERIALMODE_EMISSION:
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debugColor = half4(surfaceData.emission, 1);
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return true;
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case DEBUGMATERIALMODE_NORMAL_WORLD_SPACE:
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debugColor = half4(inputData.normalWS.xyz * 0.5 + 0.5, 1);
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return true;
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case DEBUGMATERIALMODE_NORMAL_TANGENT_SPACE:
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debugColor = half4(surfaceData.normalTS.xyz * 0.5 + 0.5, 1);
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return true;
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case DEBUGMATERIALMODE_METALLIC:
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debugColor = half4(surfaceData.metallic.rrr, 1);
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return true;
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default:
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return TryGetDebugColorInvalidMode(debugColor);
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}
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}
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bool CalculateColorForDebug(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
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{
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if (CalculateColorForDebugSceneOverride(debugColor))
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{
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return true;
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}
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else if (CalculateColorForDebugMaterial(inputData, surfaceData, debugColor))
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{
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return true;
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}
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else if (CalculateValidationColorForDebug(inputData, surfaceData, debugColor))
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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half3 CalculateDebugShadowCascadeColor(in InputData inputData)
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{
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float3 positionWS = inputData.positionWS;
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half cascadeIndex = ComputeCascadeIndex(positionWS);
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switch (uint(cascadeIndex))
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{
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case 0: return kDebugColorShadowCascade0.rgb;
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case 1: return kDebugColorShadowCascade1.rgb;
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case 2: return kDebugColorShadowCascade2.rgb;
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case 3: return kDebugColorShadowCascade3.rgb;
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default: return kDebugColorBlack.rgb;
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}
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}
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half4 CalculateDebugLightingComplexityColor(in InputData inputData, in SurfaceData surfaceData)
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{
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// Assume a main light and add 1 to the additional lights.
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int numLights = GetAdditionalLightsCount() + 1;
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const uint2 tileSize = uint2(32,32);
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const uint maxLights = 9;
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const float opacity = 0.8f;
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uint2 pixelCoord = uint2(inputData.normalizedScreenSpaceUV * _ScreenParams.xy);
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half3 base = surfaceData.albedo;
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half4 overlay = half4(OverlayHeatMap(pixelCoord, tileSize, numLights, maxLights, opacity));
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uint2 tileCoord = (float2)pixelCoord / tileSize;
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uint2 offsetInTile = pixelCoord - tileCoord * tileSize;
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bool border = any(offsetInTile == 0 || offsetInTile == tileSize.x - 1);
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if (border)
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overlay = half4(1, 1, 1, 0.4f);
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return half4(lerp(base.rgb, overlay.rgb, overlay.a), 1);
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}
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bool CanDebugOverrideOutputColor(inout InputData inputData, inout SurfaceData surfaceData, inout BRDFData brdfData, inout half4 debugColor)
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{
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if (_DebugMaterialMode == DEBUGMATERIALMODE_LIGHTING_COMPLEXITY)
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{
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debugColor = CalculateDebugLightingComplexityColor(inputData, surfaceData);
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return true;
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}
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else
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{
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debugColor = half4(0, 0, 0, 1);
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_SHADOW_CASCADES)
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{
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surfaceData.albedo = CalculateDebugShadowCascadeColor(inputData);
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}
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else
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{
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if (UpdateSurfaceAndInputDataForDebug(surfaceData, inputData))
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{
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// If we've modified any data we'll need to re-sample the GI to ensure that everything works correctly...
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.dynamicLightmapUV.xy, inputData.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.vertexSH, inputData.normalWS);
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#endif
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}
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}
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// Update the BRDF data following any changes to the input/surface above...
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InitializeBRDFData(surfaceData, brdfData);
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return CalculateColorForDebug(inputData, surfaceData, debugColor);
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}
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}
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bool CanDebugOverrideOutputColor(inout InputData inputData, inout SurfaceData surfaceData, inout half4 debugColor)
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{
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if (_DebugMaterialMode == DEBUGMATERIALMODE_LIGHTING_COMPLEXITY)
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{
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debugColor = CalculateDebugLightingComplexityColor(inputData, surfaceData);
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return true;
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}
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else
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{
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_SHADOW_CASCADES)
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{
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surfaceData.albedo = CalculateDebugShadowCascadeColor(inputData);
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}
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else
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{
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if (UpdateSurfaceAndInputDataForDebug(surfaceData, inputData))
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{
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// If we've modified any data we'll need to re-sample the GI to ensure that everything works correctly...
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.dynamicLightmapUV.xy, inputData.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.vertexSH, inputData.normalWS);
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#endif
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}
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}
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return CalculateColorForDebug(inputData, surfaceData, debugColor);
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}
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}
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#else
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// When "DEBUG_DISPLAY" isn't defined this macro does nothing - there's no debug-data to set-up...
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#define SETUP_DEBUG_TEXTURE_DATA(inputData, uv, texture)
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#endif
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#endif
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