Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /Debug /Debugging3D.hlsl
| #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 | |