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-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
-
- #if defined(DEBUG_DISPLAY)
-
- int _DebugMaxPixelCost;
- int _ValidationChannels;
- float _RangeMinimum;
- float _RangeMaximum;
-
- TEXTURE2D_X(_DebugTexture);
- TEXTURE2D(_DebugTextureNoStereo);
-
- // 2023.3 Deprecated. This is for backwards compatibility. Remove in the future.
- #define sampler_DebugTexture sampler_PointClamp
-
- half4 _DebugTextureDisplayRect;
- int _DebugRenderTargetSupportsStereo;
- float4 _DebugRenderTargetRangeRemap;
-
- // CPU parametrized, non-clamping, range remap. (RangeRemap in common.hlsl saturates!)
- half4 RemapSourceRange(half4 source)
- {
- float4 r = _DebugRenderTargetRangeRemap;
- float4 s = source;
- // Remap(float origFrom, float origTo, float targetFrom, float targetTo, float value)
- s.r = Remap(r.x, r.y, r.z, r.w, s.r);
- s.g = Remap(r.x, r.y, r.z, r.w, s.g);
- s.b = Remap(r.x, r.y, r.z, r.w, s.b);
- s.a = Remap(r.x, r.y, r.z, r.w, s.a);
- return half4(s);
- }
-
- bool CalculateDebugColorRenderingSettings(half4 color, float2 uv, inout half4 debugColor)
- {
- if (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_OVERDRAW)
- {
- // color.r is (Number of overdraw / Max displayed overdraw count)
- debugColor.rgb = GetOverdrawColor(color.r * _DebugMaxPixelCost, _DebugMaxPixelCost).rgb;
- DrawOverdrawLegend(uv, _DebugMaxPixelCost, _ScreenSize, debugColor.rgb);
- return true;
- }
-
- if (_DebugMipInfoMode != DEBUGMIPINFOMODE_NONE)
- {
- debugColor = color; // just passing through
-
- // draw legend
- switch(_DebugMipInfoMode)
- {
- case DEBUGMIPINFOMODE_MIP_COUNT:
- DrawMipCountLegend(uv, _ScreenSize, debugColor.rgb);
- break;
- case DEBUGMIPINFOMODE_MIP_RATIO:
- DrawMipRatioLegend(uv, _ScreenSize, debugColor.rgb);
- break;
- case DEBUGMIPINFOMODE_MIP_STREAMING_STATUS:
- if (_DebugMipMapStatusMode == DEBUGMIPMAPSTATUSMODE_TEXTURE)
- DrawMipStreamingStatusLegend(uv, _ScreenSize, _DebugMipMapShowStatusCode, debugColor.rgb);
- else
- DrawMipStreamingStatusPerMaterialLegend(uv, _ScreenSize, debugColor.rgb);
- break;
- case DEBUGMIPINFOMODE_MIP_STREAMING_PERFORMANCE:
- DrawTextureStreamingPerformanceLegend(uv, _ScreenSize, debugColor.rgb);
- break;
- case DEBUGMIPINFOMODE_MIP_STREAMING_PRIORITY:
- DrawMipPriorityLegend(uv, _ScreenSize, debugColor.rgb);
- break;
- case DEBUGMIPINFOMODE_MIP_STREAMING_ACTIVITY:
- DrawMipRecentlyUpdatedLegend(uv, _ScreenSize, _DebugMipMapStatusMode == DEBUGMIPMAPSTATUSMODE_MATERIAL, debugColor.rgb);
- break;
- }
-
- return true;
- }
-
- switch(_DebugFullScreenMode)
- {
- case DEBUGFULLSCREENMODE_DEPTH:
- case DEBUGFULLSCREENMODE_MOTION_VECTOR:
- case DEBUGFULLSCREENMODE_MAIN_LIGHT_SHADOW_MAP:
- case DEBUGFULLSCREENMODE_ADDITIONAL_LIGHTS_SHADOW_MAP:
- case DEBUGFULLSCREENMODE_ADDITIONAL_LIGHTS_COOKIE_ATLAS:
- case DEBUGFULLSCREENMODE_REFLECTION_PROBE_ATLAS:
- case DEBUGFULLSCREENMODE_STP:
- {
- 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);
-
- // Optionally remap source to valid visualization range.
- if(any(_DebugRenderTargetRangeRemap != 0))
- {
- sampleColor.rgb = RemapSourceRange(sampleColor).rgb;
- }
-
- if (_DebugFullScreenMode == DEBUGFULLSCREENMODE_DEPTH)
- {
- debugColor = half4(sampleColor.rrr, 1);
- }
- else if (_DebugFullScreenMode == DEBUGFULLSCREENMODE_MOTION_VECTOR)
- {
- // Motion vector is RG only.
- debugColor = half4(sampleColor.rg, 0, 1);
- }
- else if (_DebugFullScreenMode == DEBUGFULLSCREENMODE_STP)
- {
- // This is encoded in gamma 2.0 (so the square is needed to get it back to linear).
- debugColor = sampleColor * sampleColor;
- }
- else
- {
- debugColor = 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 (AnyIsNaN(color))
- {
- debugColor = half4(1, 0, 0, 1);
- }
- else if (AnyIsInf(color))
- {
- debugColor = half4(0, 1, 0, 1);
- }
- else 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
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