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m_CurrentDebugDisplaySettings = m_DebugDisplaySettings; |
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} |
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ApplyDebugDisplaySettings(); |
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ApplyDebugDisplaySettings(cmd); |
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UpdateCommonSettings(); |
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ScriptableCullingParameters cullingParams; |
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} |
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} |
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public void ApplyDebugDisplaySettings() |
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public void ApplyDebugDisplaySettings(CommandBuffer cmd) |
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{ |
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m_ShadowSettings.enabled = m_CurrentDebugDisplaySettings.lightingDebugSettings.enableShadows; |
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Shader.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_CurrentDebugDisplaySettings.GetDebugMaterialIndex()); |
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Shader.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_CurrentDebugDisplaySettings.GetDebugLightingMode()); |
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Shader.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo); |
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Shader.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness); |
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cmd.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_CurrentDebugDisplaySettings.GetDebugMaterialIndex()); |
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cmd.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_CurrentDebugDisplaySettings.GetDebugLightingMode()); |
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cmd.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo); |
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cmd.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness); |
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} |
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public void PushFullScreenDebugTexture(CommandBuffer cb, RenderTargetIdentifier textureID, Camera camera, ScriptableRenderContext renderContext, FullScreenDebugMode debugMode) |
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