using System; namespace UnityEngine.Experimental.Rendering.HDPipeline { [GenerateHLSL] public enum DebugLightingMode { None, DiffuseLighting, SpecularLighting, LuxMeter, VisualizeCascade, IndirectDiffuseOcclusionFromSsao, IndirectDiffuseGtaoFromSsao, IndirectSpecularOcclusionFromSsao, IndirectSpecularGtaoFromSsao, EnvironmentProxyVolume, EnvironmentSampleCoordinates, ScreenSpaceTracingRefraction, ScreenSpaceTracingReflection } [GenerateHLSL] public enum DebugScreenSpaceTracing { None, Color, RayDirWS, HitDepth, HitSuccess, HiZPositionNDC, HiZRayDirNDC, HiZIterationCount, HiZMaxUsedMipLevel, HiZIntersectionKind } public enum ShadowMapDebugMode { None, VisualizeAtlas, VisualizeShadowMap } [Serializable] public class LightingDebugSettings { public bool IsDebugDisplayEnabled() { return debugLightingMode != DebugLightingMode.None || overrideSmoothness || overrideAlbedo || overrideNormal; } public DebugLightingMode debugLightingMode = DebugLightingMode.None; public DebugScreenSpaceTracing debugScreenSpaceTracingMode = DebugScreenSpaceTracing.None; public ShadowMapDebugMode shadowDebugMode = ShadowMapDebugMode.None; public bool shadowDebugUseSelection = false; public uint shadowMapIndex = 0; public uint shadowAtlasIndex = 0; public uint shadowSliceIndex = 0; public float shadowMinValue = 0.0f; public float shadowMaxValue = 1.0f; public bool overrideSmoothness = false; public float overrideSmoothnessValue = 0.5f; public bool overrideAlbedo = false; public Color overrideAlbedoValue = new Color(0.5f, 0.5f, 0.5f); public bool overrideNormal = false; public bool overrideSpecularColor = false; public Color overrideSpecularColorValue = new Color(1.0f, 1.0f, 1.0f); public bool displaySkyReflection = false; public float skyReflectionMipmap = 0.0f; public float environmentProxyDepthScale = 20; public float debugExposure = 0.0f; public LightLoop.TileClusterDebug tileClusterDebug = LightLoop.TileClusterDebug.None; public LightLoop.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoop.TileClusterCategoryDebug.Punctual; } }