UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl
2024-10-27 10:53:47 +03:00

301 lines
10 KiB
HLSL

#ifndef UNIVERSAL_DEBUGGING_COMMON_INCLUDED
#define UNIVERSAL_DEBUGGING_COMMON_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl"
#if defined(DEBUG_DISPLAY)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreaming.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.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.
#define UNDO_TRANSFORM_TEX(uv, undoTex) ((uv - undoTex##_ST.zw) / undoTex##_ST.xy)
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;
}
#else
// When "DEBUG_DISPLAY" isn't defined this macro just returns the original UVs.
#define UNDO_TRANSFORM_TEX(uv, undoTex) uv
#endif
bool IsAlphaDiscardEnabled()
{
#if defined(DEBUG_DISPLAY)
return (_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE);
#else
return true;
#endif
}
bool IsFogEnabled()
{
#if defined(DEBUG_DISPLAY)
return (_DebugMaterialMode == DEBUGMATERIALMODE_NONE) &&
(_DebugVertexAttributeMode == DEBUGVERTEXATTRIBUTEMODE_NONE) &&
(_DebugMaterialValidationMode == DEBUGMATERIALVALIDATIONMODE_NONE) &&
(_DebugSceneOverrideMode == DEBUGSCENEOVERRIDEMODE_NONE) &&
(_DebugMipInfoMode == DEBUGMIPINFOMODE_NONE) &&
(_DebugLightingMode == DEBUGLIGHTINGMODE_NONE) &&
(_DebugLightingFeatureFlags == 0) &&
(_DebugValidationMode == DEBUGVALIDATIONMODE_NONE);
#else
return true;
#endif
}
bool IsLightingFeatureEnabled(uint bitMask)
{
#if defined(DEBUG_DISPLAY)
return (_DebugLightingFeatureFlags == 0) || ((_DebugLightingFeatureFlags & bitMask) != 0);
#else
return true;
#endif
}
bool IsOnlyAOLightingFeatureEnabled()
{
#if defined(DEBUG_DISPLAY)
return _DebugLightingFeatureFlags == DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION;
#else
return false;
#endif
}
#endif