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Merge pull request #887 from Unity-Technologies/Add-global-override-of-properties-for-debug

Add global override of properties for debug
/main
GitHub 7 年前
当前提交
cf19b804
共有 11 个文件被更改,包括 74 次插入48 次删除
  1. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
  4. 36
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  6. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  7. 47
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  8. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  9. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  10. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


public static string kShadowMinValueDebug = "Shadow Range Min Value";
public static string kShadowMaxValueDebug = "Shadow Range Max Value";
public static string kLightingDebugMode = "Lighting Debug Mode";
public static string kOverrideAlbedoDebug = "Override Albedo";
public static string kOverrideAlbedoValueDebug = "Override Albedo Value";
public static string kOverrideSmoothnessValueDebug = "Override Smoothness Value";
public static string kOverrideSmoothnessValueDebug = "Override Smoothness Value";
public static string kOverrideNormalDebug = "Override normal";
public static string kDebugLightingAlbedo = "Debug Lighting Albedo";
public static string kFullScreenDebugMode = "Fullscreen Debug Mode";
public static string kFullScreenDebugMip = "Fullscreen Debug Mip";
public static string kDisplaySkyReflectionDebug = "Display Sky Reflection";

DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, DebugLightingMode>(kLightingDebugMode, () => lightingDebugSettings.debugLightingMode, (value) => SetDebugLightingMode((DebugLightingMode)value));
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, bool>(kOverrideSmoothnessDebug, () => lightingDebugSettings.overrideSmoothness, (value) => lightingDebugSettings.overrideSmoothness = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, float>(kOverrideSmoothnessValueDebug, () => lightingDebugSettings.overrideSmoothnessValue, (value) => lightingDebugSettings.overrideSmoothnessValue = (float)value, DebugItemFlag.None, new DebugItemHandlerFloatMinMax(0.0f, 1.0f));
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, Color>(kDebugLightingAlbedo, () => lightingDebugSettings.debugLightingAlbedo, (value) => lightingDebugSettings.debugLightingAlbedo = (Color)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, bool>(kOverrideAlbedoDebug, () => lightingDebugSettings.overrideAlbedo, (value) => lightingDebugSettings.overrideAlbedo = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, Color>(kOverrideAlbedoValueDebug, () => lightingDebugSettings.overrideAlbedoValue, (value) => lightingDebugSettings.overrideAlbedoValue = (Color)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, bool>(kOverrideNormalDebug, () => lightingDebugSettings.overrideNormal, (value) => lightingDebugSettings.overrideNormal = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Lighting", kDisplaySkyReflectionDebug, () => lightingDebugSettings.displaySkyReflection, (value) => lightingDebugSettings.displaySkyReflection = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, float>(kSkyReflectionMipmapDebug, () => lightingDebugSettings.skyReflectionMipmap, (value) => lightingDebugSettings.skyReflectionMipmap = (float)value, DebugItemFlag.None, new DebugItemHandlerFloatMinMax(0.0f, 1.0f));
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, LightLoop.TileClusterDebug>(kTileClusterDebug,() => lightingDebugSettings.tileClusterDebug, (value) => lightingDebugSettings.tileClusterDebug = (LightLoop.TileClusterDebug)value);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl


int _DebugLightingMode; // Match enum DebugLightingMode
int _DebugViewMaterial; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display
int _DebugMipMapMode; // Match enum DebugMipMapMode
float4 _DebugLightingAlbedo; // xyz = albedo for diffuse, w unused
float4 _DebugLightingAlbedo; // x == bool override, yzw = albedo for diffuse
float4 _DebugLightingNormal; // x == bool override
float4 _MousePixelCoord; // xy unorm, zw norm
float _DebugEnvironmentProxyDepthScale;
CBUFFER_END

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs


{
public bool IsDebugDisplayEnabled()
{
return debugLightingMode != DebugLightingMode.None;
return debugLightingMode != DebugLightingMode.None || overrideSmoothness || overrideAlbedo || overrideNormal;
}
public DebugLightingMode debugLightingMode = DebugLightingMode.None;

public bool overrideSmoothness = false;
public float overrideSmoothnessValue = 0.5f;
public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f);
public bool overrideAlbedo = false;
public Color overrideAlbedoValue = new Color(0.5f, 0.5f, 0.5f);
public bool overrideNormal = false;
public bool displaySkyReflection = false;
public float skyReflectionMipmap = 0.0f;

36
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs


lightingDebugModeItem.handler.OnEditorGUI();
switch ((DebugLightingMode)lightingDebugModeItem.GetValue())
{
case DebugLightingMode.SpecularLighting:
{
EditorGUI.indentLevel++;
DebugItem overrideSmoothnessItem = m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideSmoothnessDebug);
overrideSmoothnessItem.handler.OnEditorGUI();
if ((bool)overrideSmoothnessItem.GetValue())
{
m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideSmoothnessValueDebug).handler.OnEditorGUI();
}
EditorGUI.indentLevel--;
break;
}
case DebugLightingMode.DiffuseLighting:
{
EditorGUI.indentLevel++;
m_DebugPanel.GetDebugItem(DebugDisplaySettings.kDebugLightingAlbedo).handler.OnEditorGUI();
EditorGUI.indentLevel--;
break;
}
case DebugLightingMode.EnvironmentProxyVolume:
{
++EditorGUI.indentLevel;

}
}
DebugItem overrideSmoothnessItem = m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideSmoothnessDebug);
overrideSmoothnessItem.handler.OnEditorGUI();
if ((bool)overrideSmoothnessItem.GetValue())
{
m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideSmoothnessValueDebug).handler.OnEditorGUI();
}
DebugItem overrideAlbedoItem = m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideAlbedoDebug);
overrideAlbedoItem.handler.OnEditorGUI();
if ((bool)overrideAlbedoItem.GetValue())
{
m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideAlbedoValueDebug).handler.OnEditorGUI();
}
DebugItem overrideNormalItem = m_DebugPanel.GetDebugItem(DebugDisplaySettings.kOverrideNormalDebug);
overrideNormalItem.handler.OnEditorGUI();
var fullScreenDebugModeHandler = m_DebugPanel.GetDebugItem(DebugDisplaySettings.kFullScreenDebugMode);
fullScreenDebugModeHandler.handler.OnEditorGUI();

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
var lightingDebugSettings = m_CurrentDebugDisplaySettings.lightingDebugSettings;
var debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f);
var debugAlbedo = new Vector4(lightingDebugSettings.overrideAlbedo ? 1.0f : 0.0f, lightingDebugSettings.overrideAlbedoValue.r, lightingDebugSettings.overrideAlbedoValue.g, lightingDebugSettings.overrideAlbedoValue.b);
var debugNormal = new Vector4(lightingDebugSettings.overrideNormal ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f);
cmd.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
cmd.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
cmd.SetGlobalVector(HDShaderIDs._DebugLightingNormal, debugNormal);
Vector2 mousePixelCoord = MousePositionDebug.instance.GetMousePosition(hdCamera.screenSize.y);
var mouseParam = new Vector4(mousePixelCoord.x, mousePixelCoord.y, mousePixelCoord.x / hdCamera.screenSize.x, mousePixelCoord.y / hdCamera.screenSize.y);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode");
public static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo");
public static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness");
public static readonly int _DebugLightingNormal = Shader.PropertyToID("_DebugLightingNormal");
public static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture");
public static readonly int _DebugMipMapMode = Shader.PropertyToID("_DebugMipMapMode");

47
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


#define GBUFFER_LIT_STANDARD 0
// we have not enough space (3bit) to store mat feature to have SSS and Transmission as bitmask, such why we have all variant
#define GBUFFER_LIT_SSS 1
#define GBUFFER_LIT_TRANSMISSION 2
#define GBUFFER_LIT_TRANSMISSION 2
#define GBUFFER_LIT_TRANSMISSION_SSS 3
#define GBUFFER_LIT_ANISOTROPIC 4
#define GBUFFER_LIT_IRIDESCENCE 5 // TODO

bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
bsdfData.thickness = _ThicknessRemaps[diffusionProfile].x + _ThicknessRemaps[diffusionProfile].y * thickness;
#if SHADEROPTIONS_USE_DISNEY_SSS
bsdfData.transmittance = ComputeTransmittanceDisney( _ShapeParams[diffusionProfile].rgb,
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,

reflectivity = preFGD.y;
}
void ApplyDebugToSurfaceData(inout SurfaceData surfaceData)
// This function is use to help with debugging and must be implemented by any lit material
// Implementer must take into account what are the current override component and
// adjust SurfaceData properties accordingdly
void ApplyDebugToSurfaceData(float3x3 worldToTangent, inout SurfaceData surfaceData)
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
// Override value if requested by user
// this can be use also in case of debug lighting mode like diffuse only
bool overrideAlbedo = _DebugLightingAlbedo.x != 0.0;
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
bool overrideNormal = _DebugLightingNormal.x != 0.0;
if (overrideAlbedo)
{
float3 overrideAlbedoValue = _DebugLightingAlbedo.yzw;
surfaceData.baseColor = overrideAlbedoValue;
}
if (overrideSmoothness)
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
if (overrideSmoothness)
{
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
}
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
if (overrideNormal)
surfaceData.baseColor = _DebugLightingAlbedo.xyz;
float overrideNormalValue = _DebugLightingNormal.yzw;
surfaceData.normalWS = worldToTangent[2];
}
#endif
}

BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData)
{
ApplyDebugToSurfaceData(surfaceData);
BSDFData bsdfData;
ZERO_INITIALIZE(BSDFData, bsdfData);

out GBufferType3 outGBuffer3
)
{
ApplyDebugToSurfaceData(surfaceData);
// RT0 - 8:8:8:8 sRGB
// Warning: the contents are later overwritten for Standard and SSS!
outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion);

}
else // Standard
{
// In the case of standard or specular color we always convert to specular color parametrization before encoding,
// In the case of standard or specular color we always convert to specular color parametrization before encoding,
// so decoding is more efficient (it allow better optimization for the compiler and save VGPR)
// This mean that on the decode side, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR doesn't exist anymore
materialFeatureId = GBUFFER_LIT_STANDARD;

// Overwrite the diffusion profile/subsurfaceMask extracted by DecodeFromSSSBuffer().
// We must do this so the compiler can optimize away the read from the G-Buffer 0 to the very end (in PostEvaluateBSDF)
// Note that we don't use sssData.subsurfaceMask here. But it is still assign so we can have the information in the
// material debug view + If we require it in the future.
// Note that we don't use sssData.subsurfaceMask here. But it is still assign so we can have the information in the
// material debug view + If we require it in the future.
UnpackFloatInt8bit(inGBuffer2.b, 16, sssData.subsurfaceMask, sssData.diffusionProfile);
// Reminder: when using SSS we exchange specular occlusion and subsurfaceMask/profileID

// _preIntegratedFGD and _CubemapLD are unique for each BRDF
IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData,
int influenceShapeType, int GPUImageBasedLightingType,
inout float hierarchyWeight)
{

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
#ifdef DEBUG_DISPLAY
ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
// Not lit here (but emissive is allowed)
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
#ifdef DEBUG_DISPLAY
ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl


BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
// no debug apply during light transport pass
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);

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