{
None = 0,
Tessellation = DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive + 1,
PerPixelDisplacement,
DepthOffset,
Lightmap,
}
//
#define DEBUGVIEWPROPERTIES_NONE (0)
#define DEBUGVIEWPROPERTIES_TESSELLATION (12)
#define DEBUGVIEWPROPERTIES_PER_PIXEL_DISPLACEMENT (13)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (14)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (15)
// UnityEngine.Experimental.Rendering.HDPipeline.FullScreenDebugMode: static fields
case DEBUGVIEWPROPERTIES_TESSELLATION:
#ifdef TESSELLATION_ON
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_PER_PIXEL_DISPLACEMENT:
#ifdef _PER_PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD
case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD
result = float3(0.0, 1.0, 0.0);
case DEBUGVIEWPROPERTIES_LIGHTMAP:
#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)