Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /Debug /DebuggingCommon.hlsl
| // Material settings... | |
| int _DebugMaterialMode; | |
| int _DebugVertexAttributeMode; | |
| int _DebugMaterialValidationMode; | |
| // Rendering settings... | |
| int _DebugFullScreenMode; | |
| int _DebugSceneOverrideMode; | |
| int _DebugMipInfoMode; | |
| int _DebugMipMapStatusMode; | |
| int _DebugMipMapShowStatusCode; | |
| half _DebugMipMapOpacity; | |
| half _DebugMipMapRecentlyUpdatedCooldown; | |
| int _DebugMipMapTerrainTextureMode; | |
| int _DebugValidationMode; | |
| // Lighting settings... | |
| int _DebugLightingMode; | |
| int _DebugLightingFeatureFlags; | |
| half _DebugValidateAlbedoMinLuminance = 0.01; | |
| half _DebugValidateAlbedoMaxLuminance = 0.90; | |
| half _DebugValidateAlbedoSaturationTolerance = 0.214; | |
| half _DebugValidateAlbedoHueTolerance = 0.104; | |
| half3 _DebugValidateAlbedoCompareColor = half3(0.5, 0.5, 0.5); | |
| uint _DebugRenderingLayerMask = 0; | |
| CBUFFER_START(_DebugDisplayConstant) | |
| float4 _DebugRenderingLayerMaskColors [32]; | |
| CBUFFER_END | |
| half _DebugValidateMetallicMinValue = 0; | |
| half _DebugValidateMetallicMaxValue = 0.9; | |
| float4 _DebugColor; | |
| float4 _DebugColorInvalidMode; | |
| float4 _DebugValidateBelowMinThresholdColor; | |
| float4 _DebugValidateAboveMaxThresholdColor; | |
| // Not particular to any settings; used by MipMap debugging because we don't have reliable access to _Time.y | |
| float _DebugCurrentRealTime; | |
| // We commonly need to undo a previous TRANSFORM_TEX to get UV0s back, followed by a TRANSFORM_TEX with the UV0s / _ST of the StreamingDebugTex... hence, this macro. | |
| half3 GetDebugColor(uint index) | |
| { | |
| uint clampedIndex = clamp(index, 0, DEBUG_COLORS_COUNT-1); | |
| return kDebugColorGradient[clampedIndex].rgb; | |
| } | |
| bool TryGetDebugColorInvalidMode(out half4 debugColor) | |
| { | |
| // Depending upon how we want to deal with invalid modes, this code may need to change, | |
| // for now we'll simply make each pixel use "_DebugColorInvalidMode"... | |
| debugColor = _DebugColorInvalidMode; | |
| return true; | |
| } | |
| uint GetMipMapLevel(float2 nonNormalizedUVCoordinate) | |
| { | |
| // The OpenGL Graphics System: A Specification 4.2 | |
| // - chapter 3.9.11, equation 3.21 | |
| float2 dx_vtc = ddx(nonNormalizedUVCoordinate); | |
| float2 dy_vtc = ddy(nonNormalizedUVCoordinate); | |
| float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)); | |
| return (uint)(0.5 * log2(delta_max_sqr)); | |
| } | |
| bool CalculateValidationAlbedo(half3 albedo, out half4 color) | |
| { | |
| half luminance = Luminance(albedo); | |
| if (luminance < _DebugValidateAlbedoMinLuminance) | |
| { | |
| color = _DebugValidateBelowMinThresholdColor; | |
| } | |
| else if (luminance > _DebugValidateAlbedoMaxLuminance) | |
| { | |
| color = _DebugValidateAboveMaxThresholdColor; | |
| } | |
| else | |
| { | |
| half3 hsv = RgbToHsv(albedo); | |
| half hue = hsv.r; | |
| half sat = hsv.g; | |
| half3 compHSV = RgbToHsv(_DebugValidateAlbedoCompareColor.rgb); | |
| half compHue = compHSV.r; | |
| half compSat = compHSV.g; | |
| if ((compSat - _DebugValidateAlbedoSaturationTolerance > sat) || ((compHue - _DebugValidateAlbedoHueTolerance > hue) && (compHue - _DebugValidateAlbedoHueTolerance + 1.0 > hue))) | |
| { | |
| color = _DebugValidateBelowMinThresholdColor; | |
| } | |
| else if ((sat > compSat + _DebugValidateAlbedoSaturationTolerance) || ((hue > compHue + _DebugValidateAlbedoHueTolerance) && (hue > compHue + _DebugValidateAlbedoHueTolerance - 1.0))) | |
| { | |
| color = _DebugValidateAboveMaxThresholdColor; | |
| } | |
| else | |
| { | |
| color = half4(luminance, luminance, luminance, 1.0); | |
| } | |
| } | |
| return true; | |
| } | |
| bool CalculateColorForDebugSceneOverride(out half4 color) | |
| { | |
| if (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE) | |
| { | |
| color = 0; | |
| return false; | |
| } | |
| else | |
| { | |
| color = _DebugColor; | |
| return true; | |
| } | |
| } | |
| half4 BlitScreenSpaceDigit(half4 originalColor, uint2 screenSpaceCoords, int digit, uint spacing, bool invertColors) | |
| { | |
| half4 outColor = originalColor; | |
| const uint2 pixCoord = screenSpaceCoords / 2; | |
| const uint2 tileSize = uint2(spacing, spacing); | |
| const int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3); | |
| UNITY_LOOP for (int i = 0; i <= 1; ++i) | |
| { | |
| // 0 == shadow, 1 == text | |
| if (SampleDebugFontNumber2Digits(coord + i, digit)) | |
| { | |
| outColor = (i == 0) | |
| ? (invertColors ? half4(1, 1, 1, 1) : half4(0, 0, 0, 1)) | |
| : (invertColors ? half4(0, 0, 0, 1) : half4(1, 1, 1, 1)); | |
| } | |
| } | |
| return outColor; | |
| } | |
| void GetHatchedColor(uint2 screenSpaceCoords, half4 hatchingColor, inout half4 debugColor) | |
| { | |
| const uint spacing = 16; // increase spacing compared to the legend (easier on the eyes) | |
| const uint thickness = 3; | |
| if((screenSpaceCoords.x + screenSpaceCoords.y) % spacing < thickness) | |
| debugColor = hatchingColor; | |
| } | |
| void GetHatchedColor(uint2 screenSpaceCoords, inout half4 debugColor) | |
| { | |
| GetHatchedColor(screenSpaceCoords, half4(0.1, 0.1, 0.1, 1), debugColor); | |
| } | |
| // Keep in sync with GetTextureDataDebug in HDRP's Runtime/Debug/DebugDisplay.hlsl | |
| bool CalculateColorForDebugMipmapStreaming(in uint mipCount, uint2 screenSpaceCoords, in float4 texelSize, in float2 uv, in float4 mipInfo, in float4 streamInfo, in half3 originalColor, inout half4 debugColor) | |
| { | |
| bool hasDebugColor = false; | |
| bool needsHatching; | |
| switch (_DebugMipInfoMode) | |
| { | |
| case DEBUGMIPINFOMODE_NONE: | |
| hasDebugColor = false; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_COUNT: | |
| debugColor = half4(GetDebugMipCountColor(mipCount, needsHatching), 1); | |
| if (needsHatching) | |
| { | |
| half4 hatchingColor = half4(GetDebugMipCountHatchingColor(mipCount), 1); | |
| GetHatchedColor(screenSpaceCoords, hatchingColor, debugColor); | |
| } | |
| if (mipCount > 0 && mipCount <= 14) | |
| debugColor = BlitScreenSpaceDigit(debugColor, screenSpaceCoords, mipCount, 32, true); | |
| hasDebugColor = true; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_RATIO: | |
| debugColor = half4(GetDebugMipColorIncludingMipReduction(originalColor, mipCount, texelSize, uv, mipInfo), 1); | |
| hasDebugColor = true; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_STREAMING_PERFORMANCE: | |
| debugColor = half4(GetDebugStreamingMipColor(mipCount, mipInfo, streamInfo, needsHatching), 1); | |
| if (needsHatching) | |
| GetHatchedColor(screenSpaceCoords, debugColor); | |
| hasDebugColor = true; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_STREAMING_STATUS: | |
| if(_DebugMipMapStatusMode == DEBUGMIPMAPSTATUSMODE_TEXTURE) | |
| debugColor = half4(GetDebugStreamingStatusColor(streamInfo, needsHatching), 1); | |
| else | |
| debugColor = half4(GetDebugPerMaterialStreamingStatusColor(streamInfo, needsHatching), 1); | |
| if (needsHatching) | |
| GetHatchedColor(screenSpaceCoords, debugColor); | |
| if (_DebugMipMapShowStatusCode && _DebugMipMapStatusMode == DEBUGMIPMAPSTATUSMODE_TEXTURE && !IsStreaming(streamInfo)) | |
| { | |
| if (GetStatusCode(streamInfo, false) != kMipmapDebugStatusCodeNotSet && GetStatusCode(streamInfo, false) != kMipmapDebugStatusCodeNoTexture) // we're ignoring these because there's just one status anyway (so the color itself is enough) | |
| debugColor = BlitScreenSpaceDigit(debugColor, screenSpaceCoords, GetStatusCode(streamInfo, false), 16, false); | |
| } | |
| hasDebugColor = true; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_STREAMING_PRIORITY: | |
| debugColor = half4(GetDebugStreamingPriorityColor(streamInfo), 1); | |
| hasDebugColor = true; | |
| break; | |
| case DEBUGMIPINFOMODE_MIP_STREAMING_ACTIVITY: | |
| debugColor = half4(GetDebugStreamingRecentlyUpdatedColor(_DebugCurrentRealTime, _DebugMipMapRecentlyUpdatedCooldown, _DebugMipMapStatusMode == DEBUGMIPMAPSTATUSMODE_MATERIAL, streamInfo), 1); | |
| hasDebugColor = true; | |
| break; | |
| default: | |
| hasDebugColor = TryGetDebugColorInvalidMode(debugColor); | |
| break; | |
| } | |
| // Blend the original color with the debug color | |
| if(hasDebugColor) | |
| debugColor = lerp(half4(originalColor, 1), debugColor, _DebugMipMapOpacity); | |
| return hasDebugColor; | |
| } | |
| // When "DEBUG_DISPLAY" isn't defined this macro just returns the original UVs. | |
| bool IsAlphaDiscardEnabled() | |
| { | |
| return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE); | |
| return true; | |
| } | |
| bool IsFogEnabled() | |
| { | |
| return (_DebugMaterialMode == DEBUGMATERIALMODE_NONE) && | |
| (_DebugVertexAttributeMode == DEBUGVERTEXATTRIBUTEMODE_NONE) && | |
| (_DebugMaterialValidationMode == DEBUGMATERIALVALIDATIONMODE_NONE) && | |
| (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE) && | |
| (_DebugMipInfoMode == DEBUGMIPINFOMODE_NONE) && | |
| (_DebugLightingMode == DEBUGLIGHTINGMODE_NONE) && | |
| (_DebugLightingFeatureFlags == 0) && | |
| (_DebugValidationMode == DEBUGVALIDATIONMODE_NONE); | |
| return true; | |
| } | |
| bool IsLightingFeatureEnabled(uint bitMask) | |
| { | |
| return (_DebugLightingFeatureFlags == 0) || ((_DebugLightingFeatureFlags & bitMask) != 0); | |
| return true; | |
| } | |
| bool IsOnlyAOLightingFeatureEnabled() | |
| { | |
| return _DebugLightingFeatureFlags == DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION; | |
| return false; | |
| } | |