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Merge pull request #1503 from Unity-Technologies/VisualizeShadowMasks

Visualize shadow masks
/main
GitHub 6 年前
当前提交
bf69fe62
共有 4 个文件被更改,包括 17 次插入4 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
  3. 9
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
  4. 10
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Add support for mesh decals
- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space
- Add ability to use decal diffuse map as mask only
- Add visualize all shadow masks in lighting debug
### Improvements

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


SpecularLighting,
LuxMeter,
VisualizeCascade,
VisualizeShadowMasks,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
ScreenSpaceTracingRefraction,

9
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl


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

10
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)
diffuseLighting = lighting.indirect.specularReflected;
break;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
diffuseLighting = float3(
bakeLightingData.bakeShadowMask.r / 2 + bakeLightingData.bakeShadowMask.g / 2,
bakeLightingData.bakeShadowMask.g / 2 + bakeLightingData.bakeShadowMask.b / 2,
bakeLightingData.bakeShadowMask.b / 2 + bakeLightingData.bakeShadowMask.a / 2
);
specularLighting = float3(0, 0, 0);
#endif
break ;
}
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)

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