Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /Debug /DebugViewEnums.cs
| using System; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Debug material modes. | |
| /// </summary> | |
| [] | |
| public enum DebugMaterialMode | |
| { | |
| /// <summary>No material debug.</summary> | |
| None, | |
| /// <summary>Display material albedo.</summary> | |
| Albedo, | |
| /// <summary>Display material specular.</summary> | |
| Specular, | |
| /// <summary>Display material alpha.</summary> | |
| Alpha, | |
| /// <summary>Display material smoothness.</summary> | |
| Smoothness, | |
| /// <summary>Display material ambient occlusion.</summary> | |
| AmbientOcclusion, | |
| /// <summary>Display material emission.</summary> | |
| Emission, | |
| /// <summary>Display material normal (world space).</summary> | |
| NormalWorldSpace, | |
| /// <summary>Display material normal (tangent space).</summary> | |
| NormalTangentSpace, | |
| /// <summary>Display evaluated lighting complexity.</summary> | |
| LightingComplexity, | |
| /// <summary>Display material metallic.</summary> | |
| Metallic, | |
| /// <summary>Display material sprite mask.</summary> | |
| SpriteMask, | |
| /// <summary>Display rendering layer masks.</summary> | |
| RenderingLayerMasks, | |
| } | |
| /// <summary> | |
| /// Debug mode for displaying vertex attributes interpolated from vertex to pixel shader. | |
| /// </summary> | |
| [] | |
| public enum DebugVertexAttributeMode | |
| { | |
| /// <summary>No vertex attribute debug.</summary> | |
| None, | |
| /// <summary>Display texture coordinate 0.</summary> | |
| Texcoord0, | |
| /// <summary>Display texture coordinate 1.</summary> | |
| Texcoord1, | |
| /// <summary>Display texture coordinate 2.</summary> | |
| Texcoord2, | |
| /// <summary>Display texture coordinate 3.</summary> | |
| Texcoord3, | |
| /// <summary>Display vertex color.</summary> | |
| Color, | |
| /// <summary>Display tangent.</summary> | |
| Tangent, | |
| /// <summary>Display normal.</summary> | |
| Normal, | |
| } | |
| /// <summary> | |
| /// Debug mode for validating out-of-range values of different material channels. | |
| /// </summary> | |
| [] | |
| public enum DebugMaterialValidationMode | |
| { | |
| /// <summary>No material debug validation override.</summary> | |
| None, | |
| /// <summary>Validate albedo values according to validation settings.</summary> | |
| Albedo, | |
| /// <summary>Validate metallic values according to validation settings.</summary> | |
| Metallic | |
| } | |
| /// <summary> | |
| /// Debug mode for displaying intermediate render targets. | |
| /// </summary> | |
| [] | |
| public enum DebugFullScreenMode | |
| { | |
| /// <summary>No intermediate render target displayed.</summary> | |
| None, | |
| /// <summary>Display depth buffer contents.</summary> | |
| Depth, | |
| // NOTE: we could also add (dir, mag) format. | |
| /// <summary>Display depth buffer contents.</summary> | |
| [] | |
| MotionVector, | |
| /// <summary>Display the shadow map from additional lights.</summary> | |
| AdditionalLightsShadowMap, | |
| /// <summary>Display the main shadow map.</summary> | |
| MainLightShadowMap, | |
| /// <summary> Display the light cookie atlas for additional lights.</summary> | |
| AdditionalLightsCookieAtlas, | |
| /// <summary> | |
| /// Display the reflection probe atlas used for the Forward+ rendering path. | |
| /// </summary> | |
| ReflectionProbeAtlas, | |
| /// <summary> | |
| /// Displays the active STP debug view. | |
| /// </summary> | |
| STP, | |
| } | |
| /// <summary> | |
| /// Debug mode that overrides how the renderer behaves. | |
| /// </summary> | |
| [] | |
| public enum DebugSceneOverrideMode | |
| { | |
| /// <summary>No debug override.</summary> | |
| None, | |
| /// <summary>Visualize overdraw by drawing geometry using a semitransparent material. Areas that look opaque contain more overdraw.</summary> | |
| Overdraw, | |
| /// <summary>Render using wireframe only.</summary> | |
| Wireframe, | |
| /// <summary>Render using a constant fill color and wireframe.</summary> | |
| SolidWireframe, | |
| /// <summary>Render shaded geometry in addition to wireframe.</summary> | |
| ShadedWireframe, | |
| } | |
| /// <summary> | |
| /// Debug mode of the overdraw | |
| /// </summary> | |
| public enum DebugOverdrawMode | |
| { | |
| /// <summary>No overdraw debug mode.</summary> | |
| None, | |
| /// <summary>Debug overdraw of opaque only.</summary> | |
| Opaque, | |
| /// <summary>Debug overdraw of transparent only.</summary> | |
| Transparent, | |
| /// <summary>Debug overdraw of everything only.</summary> | |
| All | |
| } | |
| /// <summary> | |
| /// Debug mode for texture mipmap streaming. | |
| /// </summary> | |
| // Keep in sync with DebugMipMapMode in HDRP's Runtime/Debug/MipMapDebug.cs | |
| [] | |
| public enum DebugMipInfoMode | |
| { | |
| /// <summary>No mipmap debug.</summary> | |
| None, | |
| /// <summary>Display savings and shortage due to streaming.</summary> | |
| MipStreamingPerformance, | |
| /// <summary>Display the streaming status of materials and textures.</summary> | |
| MipStreamingStatus, | |
| /// <summary>Highlight recently streamed data.</summary> | |
| MipStreamingActivity, | |
| /// <summary>Display streaming priorities as set up when importing.</summary> | |
| MipStreamingPriority, | |
| /// <summary>Display the amount of uploaded mip levels.</summary> | |
| MipCount, | |
| /// <summary>Visualize the pixel density for the highest-resolution uploaded mip level from the camera's point-of-view.</summary> | |
| MipRatio, | |
| } | |
| /// <summary> | |
| /// Aggregation mode for texture mipmap streaming debugging information. | |
| /// </summary> | |
| // Keep in sync with DebugMipMapStatusMode in HDRP's Runtime/Debug/MipMapDebug.cs | |
| [] | |
| public enum DebugMipMapStatusMode | |
| { | |
| /// <summary>Show debug information aggregated per material.</summary> | |
| Material, | |
| /// <summary>Show debug information for the selected texture slot.</summary> | |
| Texture, | |
| } | |
| /// <summary> | |
| /// Terrain layer for texture mipmap streaming debugging. | |
| /// </summary> | |
| [] | |
| public enum DebugMipMapModeTerrainTexture | |
| { | |
| /// <summary>Control texture debug.</summary> | |
| Control, | |
| /// <summary>Layer 0 diffuse texture debug.</summary> | |
| [] Layer0, | |
| /// <summary>Layer 1 diffuse texture debug.</summary> | |
| [] Layer1, | |
| /// <summary>Layer 2 diffuse texture debug.</summary> | |
| [] Layer2, | |
| /// <summary>Layer 3 diffuse texture debug.</summary> | |
| [] Layer3, | |
| } | |
| /// <summary> | |
| /// Mode that controls if post-processing is allowed. | |
| /// </summary> | |
| /// <remarks> | |
| /// When "Auto" is used, post-processing can be either on or off, depending on other active debug modes. | |
| /// </remarks> | |
| [] | |
| public enum DebugPostProcessingMode | |
| { | |
| /// <summary>Post-processing disabled.</summary> | |
| Disabled, | |
| /// <summary>Post-processing is either on or off, depending on other debug modes.</summary> | |
| Auto, | |
| /// <summary>Post-processing enabled.</summary> | |
| Enabled | |
| }; | |
| /// <summary> | |
| /// Debug modes for validating illegal output values. | |
| /// </summary> | |
| [] | |
| public enum DebugValidationMode | |
| { | |
| /// <summary>No validation.</summary> | |
| None, | |
| /// <summary>Highlight all pixels containing NaN (not a number), infinite or negative values.</summary> | |
| [] | |
| HighlightNanInfNegative, | |
| /// <summary>Highlight all pixels with values outside the specified range.</summary> | |
| [] | |
| HighlightOutsideOfRange | |
| } | |
| /// <summary> | |
| /// The channels used by DebugValidationMode.HighlightOutsideOfRange. | |
| /// </summary> | |
| /// <remarks> | |
| /// When "RGB" is used, the pixel's RGB value is first converted to a luminance value. | |
| /// Individual channels (R, G, B, and A) are tested individually against the range. | |
| /// </remarks> | |
| [] | |
| public enum PixelValidationChannels | |
| { | |
| /// <summary>Use luminance calculated from RGB channels as the value to validate.</summary> | |
| RGB, | |
| /// <summary>Validate the red channel value.</summary> | |
| R, | |
| /// <summary>Validate the green channel value.</summary> | |
| G, | |
| /// <summary>Validate the blue channel value.</summary> | |
| B, | |
| /// <summary>Validate the alpha channel value.</summary> | |
| A | |
| } | |
| /// <summary> | |
| /// Debug modes for lighting. | |
| /// </summary> | |
| [] | |
| public enum DebugLightingMode | |
| { | |
| /// <summary>No lighting debug mode.</summary> | |
| None, | |
| /// <summary>Display shadow cascades using different colors.</summary> | |
| ShadowCascades, | |
| /// <summary>Display lighting result without applying normal maps.</summary> | |
| LightingWithoutNormalMaps, | |
| /// <summary>Display lighting result (including normal maps).</summary> | |
| LightingWithNormalMaps, | |
| /// <summary>Display only reflections.</summary> | |
| Reflections, | |
| /// <summary>Display only reflections with smoothness.</summary> | |
| ReflectionsWithSmoothness, | |
| /// <summary>Display the indirect irradiance</summary> | |
| GlobalIllumination, | |
| } | |
| /// <summary> | |
| /// HDR debug mode. | |
| /// </summary> | |
| [] | |
| public enum HDRDebugMode | |
| { | |
| /// <summary>No HDR debugging.</summary> | |
| None, | |
| /// <summary>Gamut view: show the gamuts and what part of the gamut the image shows.</summary> | |
| GamutView, | |
| /// <summary>Gamut clip: show what part of the Scene is covered by the Rec709 gamut and which parts are in the Rec2020 gamut.</summary> | |
| GamutClip, | |
| /// <summary>If the luminance value exceeds the paper white value, show the exceeding value in colors between yellow and red. Shows luminance values otherwise.</summary> | |
| ValuesAbovePaperWhite | |
| } | |
| /// <summary> | |
| /// Debug mode that allows selective disabling of individual lighting components. | |
| /// </summary> | |
| [] | |
| public enum DebugLightingFeatureFlags | |
| { | |
| /// <summary>The debug mode is not active.</summary> | |
| None, | |
| /// <summary>Display contribution from global illumination.</summary> | |
| GlobalIllumination = 0x1, | |
| /// <summary>Display contribution from the main light.</summary> | |
| MainLight = 0x2, | |
| /// <summary>Display contribution from additional lights.</summary> | |
| AdditionalLights = 0x4, | |
| /// <summary>Display contribution from vertex lighting.</summary> | |
| VertexLighting = 0x8, | |
| /// <summary>Display contribution from emissive objects.</summary> | |
| Emission = 0x10, | |
| /// <summary>Display contribution from ambient occlusion.</summary> | |
| AmbientOcclusion = 0x20, | |
| } | |
| } | |