using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace UnityEngine.Experimental.Rendering.HDPipeline { [Serializable] public class GlobalDebugParameters { public float debugOverlayRatio = 0.33f; public bool displayDebug = false; public bool displayShadowDebug = false; public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters(); } public class DebugParameters { // Material Debugging public int debugViewMaterial = 0; // Rendering debugging public bool displayOpaqueObjects = true; public bool displayTransparentObjects = true; public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically. public bool useDepthPrepass = false; public bool useDistortion = true; // we have to fallback to forward-only rendering when scene view is using wireframe rendering mode -- // as rendering everything in wireframe + deferred do not play well together public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; } } public enum ShadowDebugMode { None, VisualizeAtlas, VisualizeShadowMap } [Serializable] public class ShadowDebugParameters { public bool enableShadows = true; public ShadowDebugMode visualizationMode = ShadowDebugMode.None; public uint visualizeShadowMapIndex = 0; } }