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Merge pull request #1824 from Unity-Technologies/LuminanceMeter

Added Luminance meter
/main
GitHub 6 年前
当前提交
625f8762
共有 5 个文件被更改,包括 19 次插入9 次删除
  1. 3
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
  3. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
  4. 13
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
  5. 6
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

3
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [3.2.0-preview]
### Added
- Added a luminance meter in the debug menu
### Fixed
- Fixed package upgrade crashing the editor
- Fix HDReflectionProbe offset displayed in gizmo different than what is affected.

5
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader


//Decompress value if luxMeter is active
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER && _ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
result.rgb = result.rgb * LUXMETER_COMPRESSION_RATIO;
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUMINANCE_METER)
{
result = Luminance(result.rgb);
}
if (_FalseColor)
result.rgb = FasleColorRemap(Luminance(result.rgb), _FalseColorThresholds);

1
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs


DiffuseLighting,
SpecularLighting,
LuxMeter,
LuminanceMeter,
VisualizeCascade,
VisualizeShadowMasks,
IndirectDiffuseOcclusion,

13
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl


#define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1)
#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_LUX_METER (3)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (4)
#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (5)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (9)
#define DEBUGLIGHTINGMODE_LUMINANCE_METER (4)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (5)
#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (6)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (7)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (9)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugScreenSpaceTracing: static fields

6
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


public void PushColorPickerDebugTexture(CommandBuffer cmd, RTHandleSystem.RTHandle textureID, HDCamera hdCamera)
{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor || m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
using (new ProfilingSample(cmd, "Push To Color Picker"))
{

// TODO TEMP: Not sure I want to keep this special case. Gotta see how to get rid of it (not sure it will work correctly for non-full viewports.
public void PushColorPickerDebugTexture(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier textureID)
{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor || m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
using (new ProfilingSample(cmd, "Push To Color Picker"))
{

DecalSystem.instance.RenderDebugOverlay(hdCamera, cmd, m_CurrentDebugDisplaySettings, ref x, ref y, overlaySize, hdCamera.actualWidth);
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_CurrentDebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_CurrentDebugDisplaySettings.falseColorDebugSettings.falseColor || m_CurrentDebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
ColorPickerDebugSettings colorPickerDebugSettings = m_CurrentDebugDisplaySettings.colorPickerDebugSettings;
FalseColorDebugSettings falseColorDebugSettings = m_CurrentDebugDisplaySettings.falseColorDebugSettings;

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