Normals,
Metallness,
Smoothness,
Occlusion
Occlusion,
Shadows
};
public class LightweightPipelineAsset : RenderPipelineAsset
case DebugViewMode.Occlusion:
LightweightShaderUtils.SetDebugMode(cmd, DebugViewKeyword.OCCLUSION);
break;
case DebugViewMode.Shadows:
LightweightShaderUtils.SetDebugMode(cmd, DebugViewKeyword.SHADOWS);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
NORMALS,
SMOOTHNESS,
OCCLUSION,
SHADOWS,
NUM_VIEWS
"_DEBUG_METALNESS",
"_DEBUG_NORMALS",
"_DEBUG_SMOOTHNESS",
"_DEBUG_OCCLUSION"
"_DEBUG_OCCLUSION",
"_DEBUG_SHADOWS"
public static string GetShaderPath(ShaderPathID id)
#elif defined(_DEBUG_OCCLUSION)
ApplySSAO(surfaceData.occlusion, IN.shadowCoord);
debug = surfaceData.occlusion;
#elif defined(_DEBUG_SHADOWS)
debug = RealtimeShadowAttenuation(IN.shadowCoord);
#endif
return half4(debug, 1);
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ _DEBUG_ALBEDO _DEBUG_METALNESS _DEBUG_NORMALS _DEBUG_SMOOTHNESS _DEBUG_OCCLUSION
#pragma multi_compile _ _DEBUG_ALBEDO _DEBUG_METALNESS _DEBUG_NORMALS _DEBUG_SMOOTHNESS _DEBUG_OCCLUSION _DEBUG_SHADOWS
#pragma vertex LitPassVertex
#pragma fragment DebugPassFragment