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#ifndef UNIVERSAL_DEBUGGING3D_INCLUDED
#define UNIVERSAL_DEBUGGING3D_INCLUDED
// Ensure that we always include "DebuggingCommon.hlsl" even if we don't use it - saves extraneous includes elsewhere...
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl"
#if defined(DEBUG_DISPLAY)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#define TERRAIN_STREAM_INFO float4(0.0f, 0.0f, float(6 | (4 << 4)), 0.0f) // 0-15 are reserved for per-texture codes (use "6" to indicate terrain); per-material code "4" signifies "warnings/issues"
#define SETUP_DEBUG_TEXTURE_DATA(inputData, uv) SetupDebugDataTexture(inputData, TRANSFORM_TEX(uv.xy, unity_MipmapStreaming_DebugTex), unity_MipmapStreaming_DebugTex_TexelSize, unity_MipmapStreaming_DebugTex_MipInfo, unity_MipmapStreaming_DebugTex_StreamInfo, unity_MipmapStreaming_DebugTex)
#define SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData) SetupDebugDataTexture(inputData, float2(0.0f, 0.0f), unity_MipmapStreaming_DebugTex_TexelSize, unity_MipmapStreaming_DebugTex_MipInfo, unity_MipmapStreaming_DebugTex_StreamInfo, unity_MipmapStreaming_DebugTex)
#define SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, uv, texture) SetupDebugDataTexture(inputData, uv, texture##_TexelSize, texture##_MipInfo, texture##_StreamInfo, texture)
#define SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData) SetupDebugDataTerrain(inputData)
void SetupDebugDataTexture(inout InputData inputData, float2 uv, float4 texelSize, float4 mipInfo, float4 streamInfo, TEXTURE2D(tex))
{
inputData.uv = uv;
inputData.texelSize = texelSize;
inputData.mipInfo = mipInfo;
inputData.streamInfo = streamInfo;
inputData.mipCount = GetMipCount(TEXTURE2D_ARGS(tex, sampler_PointClamp));
inputData.originalColor = 0.0f;
if (_DebugMipInfoMode != DEBUGMIPINFOMODE_NONE)
{
inputData.originalColor = SAMPLE_TEXTURE2D(tex, sampler_LinearRepeat, uv).xyz;
}
}
void SetupDebugDataBrdf(inout InputData inputData, half3 brdfDiffuse, half3 brdfSpecular)
{
inputData.brdfDiffuse = brdfDiffuse;
inputData.brdfSpecular = brdfSpecular;
}
void SetupDebugDataTerrain(inout InputData inputData)
{
// TERRAIN_STREAM_INFO: no streamInfo will have been set (no MeshRenderer); set status to "6" to reflect in the debug status that this is a terrain
// also, set the per-material status to "4" to indicate warnings
inputData.streamInfo = TERRAIN_STREAM_INFO;
}
bool UpdateSurfaceAndInputDataForDebug(inout SurfaceData surfaceData, inout InputData inputData)
{
bool changed = false;
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS || _DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS)
{
surfaceData.albedo = 1;
surfaceData.emission = 0;
surfaceData.specular = 0;
surfaceData.occlusion = 1;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.metallic = 0;
surfaceData.smoothness = 0;
changed = true;
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS)
{
surfaceData.albedo = 0;
surfaceData.emission = 0;
surfaceData.occlusion = 1;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.specular = 1;
surfaceData.metallic = 0;
if (_DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS)
{
surfaceData.smoothness = 1;
}
changed = true;
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS)
{
const half3 normalTS = half3(0, 0, 1);
#if defined(_NORMALMAP)
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
#else
inputData.normalWS = inputData.normalWS;
#endif
surfaceData.normalTS = normalTS;
changed = true;
}
return changed;
}
bool CalculateValidationMetallic(half3 albedo, half metallic, inout half4 debugColor)
{
if (metallic < _DebugValidateMetallicMinValue)
{
debugColor = _DebugValidateBelowMinThresholdColor;
}
else if (metallic > _DebugValidateMetallicMaxValue)
{
debugColor = _DebugValidateAboveMaxThresholdColor;
}
else
{
half luminance = Luminance(albedo);
debugColor = half4(luminance, luminance, luminance, 1);
}
return true;
}
bool CalculateValidationColorForDebug(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
{
switch(_DebugMaterialValidationMode)
{
case DEBUGMATERIALVALIDATIONMODE_NONE:
return false;
case DEBUGMATERIALVALIDATIONMODE_ALBEDO:
return CalculateValidationAlbedo(surfaceData.albedo, debugColor);
case DEBUGMATERIALVALIDATIONMODE_METALLIC:
return CalculateValidationMetallic(surfaceData.albedo, surfaceData.metallic, debugColor);
default:
return TryGetDebugColorInvalidMode(debugColor);
}
}
float3 GetRenderingLayerMasksDebugColor(float4 positionCS, float3 normalWS)
{
uint stripeSize = 8;
int renderingLayers = GetMeshRenderingLayer() & _DebugRenderingLayerMask;
uint layerId = 0, layerCount = countbits(renderingLayers);
float4 debugColor = float4(1, 1, 1, 1);
for (uint i = 0; (i < 32) && (layerId < layerCount); i++)
{
if (renderingLayers & (1U << i))
{
uint t = (positionCS.y / stripeSize) % layerCount;
if (t == layerId)
debugColor.rgb = _DebugRenderingLayerMaskColors[i].rgb;
layerId++;
}
}
float shading = saturate(dot(normalWS, TransformViewToWorldDir(float3(0.0f, 0.0f, 1.0f), true)));
shading = Remap(0.0f, 1.0f, 0.6, 1.0f, shading);
return shading * debugColor.xyz;
}
bool CalculateColorForDebugMaterial(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
{
// Debug materials...
switch(_DebugMaterialMode)
{
case DEBUGMATERIALMODE_NONE:
return false;
case DEBUGMATERIALMODE_ALBEDO:
debugColor = half4(surfaceData.albedo, 1);
return true;
case DEBUGMATERIALMODE_SPECULAR:
debugColor = half4(surfaceData.specular, 1);
return true;
case DEBUGMATERIALMODE_ALPHA:
debugColor = half4(surfaceData.alpha.rrr, 1);
return true;
case DEBUGMATERIALMODE_SMOOTHNESS:
debugColor = half4(surfaceData.smoothness.rrr, 1);
return true;
case DEBUGMATERIALMODE_AMBIENT_OCCLUSION:
debugColor = half4(surfaceData.occlusion.rrr, 1);
return true;
case DEBUGMATERIALMODE_EMISSION:
debugColor = half4(surfaceData.emission, 1);
return true;
case DEBUGMATERIALMODE_NORMAL_WORLD_SPACE:
debugColor = half4(inputData.normalWS.xyz * 0.5 + 0.5, 1);
return true;
case DEBUGMATERIALMODE_NORMAL_TANGENT_SPACE:
debugColor = half4(surfaceData.normalTS.xyz * 0.5 + 0.5, 1);
return true;
case DEBUGMATERIALMODE_METALLIC:
debugColor = half4(surfaceData.metallic.rrr, 1);
return true;
case DEBUGMATERIALMODE_RENDERING_LAYER_MASKS:
debugColor.xyz = GetRenderingLayerMasksDebugColor(inputData.positionCS, inputData.normalWS).xyz;
return true;
default:
return TryGetDebugColorInvalidMode(debugColor);
}
}
bool CalculateColorForDebugMipmapStreaming(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
{
return CalculateColorForDebugMipmapStreaming(inputData.mipCount, inputData.positionCS.xy, inputData.texelSize, inputData.uv, inputData.mipInfo, inputData.streamInfo, inputData.originalColor, debugColor);
}
bool CalculateColorForDebug(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
{
if (CalculateColorForDebugSceneOverride(debugColor))
{
return true;
}
else if (CalculateColorForDebugMipmapStreaming(inputData, surfaceData, debugColor))
{
return true;
}
else if (CalculateColorForDebugMaterial(inputData, surfaceData, debugColor))
{
return true;
}
else if (CalculateValidationColorForDebug(inputData, surfaceData, debugColor))
{
return true;
}
else
{
return false;
}
}
half3 CalculateDebugShadowCascadeColor(in InputData inputData)
{
float3 positionWS = inputData.positionWS;
half cascadeIndex = ComputeCascadeIndex(positionWS);
switch (uint(cascadeIndex))
{
case 0: return kDebugColorShadowCascade0.rgb;
case 1: return kDebugColorShadowCascade1.rgb;
case 2: return kDebugColorShadowCascade2.rgb;
case 3: return kDebugColorShadowCascade3.rgb;
default: return kDebugColorBlack.rgb;
}
}
half4 CalculateDebugLightingComplexityColor(in InputData inputData, in SurfaceData surfaceData)
{
#if USE_FORWARD_PLUS
int numLights = URP_FP_DIRECTIONAL_LIGHTS_COUNT;
uint entityIndex;
ClusterIterator it = ClusterInit(inputData.normalizedScreenSpaceUV, inputData.positionWS, 0);
[loop] while (ClusterNext(it, entityIndex))
{
numLights++;
}
it = ClusterInit(inputData.normalizedScreenSpaceUV, inputData.positionWS, 1);
[loop] while (ClusterNext(it, entityIndex))
{
numLights++;
}
#else
// Assume a main light and add 1 to the additional lights.
int numLights = GetAdditionalLightsCount() + 1;
#endif
const uint2 tileSize = uint2(32,32);
const uint maxLights = 9;
const float opacity = 0.8f;
uint2 pixelCoord = uint2(inputData.normalizedScreenSpaceUV * _ScreenParams.xy);
half3 base = surfaceData.albedo;
half4 overlay = half4(OverlayHeatMap(pixelCoord, tileSize, numLights, maxLights, opacity));
uint2 tileCoord = (float2)pixelCoord / tileSize;
uint2 offsetInTile = pixelCoord - tileCoord * tileSize;
bool border = any(offsetInTile == 0 || offsetInTile == tileSize.x - 1);
if (border)
overlay = half4(1, 1, 1, 0.4f);
return half4(lerp(base.rgb, overlay.rgb, overlay.a), 1);
}
bool CanDebugOverrideOutputColor(inout InputData inputData, inout SurfaceData surfaceData, inout BRDFData brdfData, inout half4 debugColor)
{
if (_DebugMaterialMode == DEBUGMATERIALMODE_LIGHTING_COMPLEXITY)
{
debugColor = CalculateDebugLightingComplexityColor(inputData, surfaceData);
return true;
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_GLOBAL_ILLUMINATION)
{
debugColor = half4(inputData.bakedGI, surfaceData.alpha);
return true;
}
else
{
debugColor = half4(0, 0, 0, 1);
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SHADOW_CASCADES)
{
surfaceData.albedo = CalculateDebugShadowCascadeColor(inputData);
}
else
{
if (UpdateSurfaceAndInputDataForDebug(surfaceData, inputData))
{
// If we've modified any data we'll need to re-sample the GI to ensure that everything works correctly...
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.dynamicLightmapUV.xy, inputData.vertexSH, inputData.normalWS);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(inputData.vertexSH,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
inputData.positionCS.xy,
inputData.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.vertexSH, inputData.normalWS);
#endif
}
}
// Update the BRDF data following any changes to the input/surface above...
InitializeBRDFData(surfaceData, brdfData);
return CalculateColorForDebug(inputData, surfaceData, debugColor);
}
}
bool CanDebugOverrideOutputColor(inout InputData inputData, inout SurfaceData surfaceData, inout half4 debugColor)
{
if (_DebugMaterialMode == DEBUGMATERIALMODE_LIGHTING_COMPLEXITY)
{
debugColor = CalculateDebugLightingComplexityColor(inputData, surfaceData);
return true;
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_GLOBAL_ILLUMINATION)
{
debugColor = half4(inputData.bakedGI, surfaceData.alpha);
return true;
}
else
{
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SHADOW_CASCADES)
{
surfaceData.albedo = CalculateDebugShadowCascadeColor(inputData);
}
else
{
if (UpdateSurfaceAndInputDataForDebug(surfaceData, inputData))
{
// If we've modified any data we'll need to re-sample the GI to ensure that everything works correctly...
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.dynamicLightmapUV.xy, inputData.vertexSH, inputData.normalWS);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(inputData.vertexSH,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
inputData.positionCS.xy,
inputData.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(inputData.staticLightmapUV, inputData.vertexSH, inputData.normalWS);
#endif
}
}
return CalculateColorForDebug(inputData, surfaceData, debugColor);
}
}
#else
// When "DEBUG_DISPLAY" isn't defined this macro does nothing - there's no debug-data to set-up...
#define SETUP_DEBUG_TEXTURE_DATA(inputData, uv)
#define SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData)
#define SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, uv, texture)
#define SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData)
#endif
#endif
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