UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine;
using NameAndTooltip = UnityEngine.Rendering.DebugUI.Widget.NameAndTooltip;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Lighting-related Rendering Debugger settings.
/// </summary>
public class DebugDisplaySettingsLighting : IDebugDisplaySettingsData
{
/// <summary>
/// Current debug lighting mode.
/// </summary>
public DebugLightingMode lightingDebugMode { get; set; }
/// <summary>
/// Current debug lighting feature flags mask that allows selective disabling individual lighting components.
/// </summary>
public DebugLightingFeatureFlags lightingFeatureFlags { get; set; }
/// <summary>
/// Current HDR debug mode.
/// </summary>
public HDRDebugMode hdrDebugMode { get; set; }
static internal class Strings
{
public static readonly NameAndTooltip LightingDebugMode = new() { name = "Lighting Debug Mode", tooltip = "Use the drop-down to select which lighting and shadow debug information to overlay on the screen." };
public static readonly NameAndTooltip LightingFeatures = new() { name = "Lighting Features", tooltip = "Filter and debug selected lighting features in the system." };
public static readonly NameAndTooltip HDRDebugMode = new() { name = "HDR Debug Mode", tooltip = "Select which HDR brightness debug information to overlay on the screen." };
}
internal static class WidgetFactory
{
internal static DebugUI.Widget CreateLightingDebugMode(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.LightingDebugMode,
autoEnum = typeof(DebugLightingMode),
getter = () => (int)panel.data.lightingDebugMode,
setter = (value) => panel.data.lightingDebugMode = (DebugLightingMode)value,
getIndex = () => (int)panel.data.lightingDebugMode,
setIndex = (value) => panel.data.lightingDebugMode = (DebugLightingMode)value
};
internal static DebugUI.Widget CreateLightingFeatures(SettingsPanel panel) => new DebugUI.BitField
{
nameAndTooltip = Strings.LightingFeatures,
getter = () => panel.data.lightingFeatureFlags,
setter = (value) => panel.data.lightingFeatureFlags = (DebugLightingFeatureFlags)value,
enumType = typeof(DebugLightingFeatureFlags),
};
internal static DebugUI.Widget CreateHDRDebugMode(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.HDRDebugMode,
autoEnum = typeof(HDRDebugMode),
getter = () => (int)panel.data.hdrDebugMode,
setter = (value) => panel.data.hdrDebugMode = (HDRDebugMode)value,
getIndex = () => (int)panel.data.hdrDebugMode,
setIndex = (value) => panel.data.hdrDebugMode = (HDRDebugMode)value
};
}
[DisplayInfo(name = "Lighting", order = 3)]
internal class SettingsPanel : DebugDisplaySettingsPanel<DebugDisplaySettingsLighting>
{
public SettingsPanel(DebugDisplaySettingsLighting data)
: base(data)
{
AddWidget(new DebugUI.RuntimeDebugShadersMessageBox());
AddWidget(new DebugUI.Foldout
{
displayName = "Lighting Debug Modes",
flags = DebugUI.Flags.FrequentlyUsed,
isHeader = true,
opened = true,
children =
{
WidgetFactory.CreateLightingDebugMode(this),
WidgetFactory.CreateHDRDebugMode(this),
WidgetFactory.CreateLightingFeatures(this)
}
});
}
}
#region IDebugDisplaySettingsData
/// <inheritdoc/>
public bool AreAnySettingsActive => (lightingDebugMode != DebugLightingMode.None) || (lightingFeatureFlags != DebugLightingFeatureFlags.None) || (hdrDebugMode != HDRDebugMode.None);
/// <inheritdoc/>
public bool IsPostProcessingAllowed => (lightingDebugMode != DebugLightingMode.Reflections && lightingDebugMode != DebugLightingMode.ReflectionsWithSmoothness);
/// <inheritdoc/>
public bool IsLightingActive => true;
/// <inheritdoc/>
IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel()
{
return new SettingsPanel(this);
}
#endregion
}
}