using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; public class DebugViewController : MonoBehaviour { public enum SettingType { Material, Rendering } public SettingType settingType = SettingType.Material; [Header("Material")] [SerializeField] int gBuffer = 0; //DebugItemHandlerIntEnum(MaterialDebugSettings.debugViewMaterialGBufferStrings, MaterialDebugSettings.debugViewMaterialGBufferValues) [Header("Rendering")] [SerializeField] int fullScreenDebugMode = 0; [ContextMenu("Set Debug View")] public void SetDebugView() { HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; switch ( settingType ) { case SettingType.Material: hdPipeline.debugDisplaySettings.SetDebugViewGBuffer(gBuffer); hdPipeline.debugDisplaySettings.fullScreenDebugMode = FullScreenDebugMode.None; break; case SettingType.Rendering: hdPipeline.debugDisplaySettings.SetDebugViewGBuffer(0); hdPipeline.debugDisplaySettings.fullScreenDebugMode = (FullScreenDebugMode) fullScreenDebugMode; break; } } }