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