Shader "Hidden/HDRenderPipeline/DebugFullScreen" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #pragma vertex Vert #pragma fragment Frag #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "CoreRP/ShaderLibrary/Debug.hlsl" #include "HDRP/Material/Lit/Lit.cs.hlsl" #include "../ShaderVariables.hlsl" #include "../Debug/DebugDisplay.cs.hlsl" CBUFFER_START (UnityDebug) float _FullScreenDebugMode; float _RequireToFlipInputTexture; float _ShowGrid; float _ShowDepthPyramidDebug; CBUFFER_END TEXTURE2D(_DebugFullScreenTexture); TEXTURE2D(_DepthPyramidTexture); StructuredBuffer _DebugScreenSpaceTracingData; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID); return output; } // Motion vector debug utilities float DistanceToLine(float2 p, float2 p1, float2 p2) { float2 center = (p1 + p2) * 0.5; float len = length(p2 - p1); float2 dir = (p2 - p1) / len; float2 rel_p = p - center; return dot(rel_p, float2(dir.y, -dir.x)); } float DistanceToSegment(float2 p, float2 p1, float2 p2) { float2 center = (p1 + p2) * 0.5; float len = length(p2 - p1); float2 dir = (p2 - p1) / len; float2 rel_p = p - center; float dist1 = abs(dot(rel_p, float2(dir.y, -dir.x))); float dist2 = abs(dot(rel_p, dir)) - 0.5 * len; return max(dist1, dist2); } float DrawArrow(float2 texcoord, float body, float head, float height, float linewidth, float antialias) { float w = linewidth / 2.0 + antialias; float2 start = -float2(body / 2.0, 0.0); float2 end = float2(body / 2.0, 0.0); // Head: 3 lines float d1 = DistanceToLine(texcoord, end, end - head * float2(1.0, -height)); float d2 = DistanceToLine(texcoord, end - head * float2(1.0, height), end); float d3 = texcoord.x - end.x + head; // Body: 1 segment float d4 = DistanceToSegment(texcoord, start, end - float2(linewidth, 0.0)); float d = min(max(max(d1, d2), -d3), d4); return d; } float2 SampleMotionVectors(float2 coords) { return SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, coords).xy; } // end motion vector utilties float4 Frag(Varyings input) : SV_Target { if (_RequireToFlipInputTexture > 0.0) { // Texcoord are already scaled by _ScreenToTargetScale but we need to account for the flip here anyway. input.texcoord.y = 1.0 * _ScreenToTargetScale.y - input.texcoord.y; } // SSAO if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO) { return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).xxxx; } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_NAN_TRACKER) { float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); if (AnyIsNan(color) || any(isinf(color))) { color = float4(1.0, 0.0, 0.0, 1.0); } else { color.rgb = Luminance(color.rgb).xxx; } return color; } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_MOTION_VECTORS) { float2 mv = SampleMotionVectors(input.texcoord); // Background color intensity - keep this low unless you want to make your eyes bleed const float kIntensity = 0.15; // Map motion vector direction to color wheel (hue between 0 and 360deg) float phi = atan2(mv.x, mv.y); float hue = (phi / PI + 1.0) * 0.5; float r = abs(hue * 6.0 - 3.0) - 1.0; float g = 2.0 - abs(hue * 6.0 - 2.0); float b = 2.0 - abs(hue * 6.0 - 4.0); float3 color = saturate(float3(r, g, b) * kIntensity); // Grid subdivisions - should be dynamic const float kGrid = 64.0; // Arrow grid (aspect ratio is kept) float aspect = _ScreenSize.y * _ScreenSize.z; float rows = floor(kGrid * aspect); float cols = kGrid; float2 size = _ScreenSize.xy / float2(cols, rows); float body = min(size.x, size.y) / sqrt(2.0); float2 texcoord = input.positionCS.xy; float2 center = (floor(texcoord / size) + 0.5) * size; texcoord -= center; // Sample the center of the cell to get the current arrow vector float2 arrow_coord = center * _ScreenSize.zw; if (_RequireToFlipInputTexture > 0.0) { arrow_coord.y = 1.0 - arrow_coord.y; } arrow_coord *= _ScreenToTargetScale.xy; float2 mv_arrow = SampleMotionVectors(arrow_coord); if (_RequireToFlipInputTexture == 0.0) { mv_arrow.y *= -1; } // Skip empty motion float d = 0.0; if (any(mv_arrow)) { // Rotate the arrow according to the direction mv_arrow = normalize(mv_arrow); float2x2 rot = float2x2(mv_arrow.x, -mv_arrow.y, mv_arrow.y, mv_arrow.x); texcoord = mul(rot, texcoord); d = DrawArrow(texcoord, body, 0.25 * body, 0.5, 2.0, 1.0); d = 1.0 - saturate(d); } return float4(color + d.xxx, 1.0); } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEFERRED_SHADOWS) { float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); return float4(color.rrr, 0.0); } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_PRE_REFRACTION_COLOR_PYRAMID || _FullScreenDebugMode == FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID) { float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); return float4(color.rgb, 1.0); } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEPTH_PYRAMID) { // Reuse depth display function from DebugViewMaterial float depth = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).r; PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float linearDepth = frac(posInput.linearDepth * 0.1); return float4(linearDepth.xxx, 1.0); } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SCREEN_SPACE_TRACING) { const float circleRadius = 3.5; const float ringSize = 1.5; float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); ScreenSpaceTracingDebug debug = _DebugScreenSpaceTracingData[0]; // Fetch Depth Buffer and Position Inputs const float deviceDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, int2(input.positionCS.xy) >> debug.iterationMipLevel, debug.iterationMipLevel).r; PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP); float4 col = float4(0, 0, 0, 1); // Common Pre Specific // Fetch debug data const uint2 loopStartPositionSS = uint2(debug.loopStartPositionSSX, debug.loopStartPositionSSY); const uint2 endPositionSS = uint2(debug.endPositionSSX, debug.endPositionSSY); float distanceToPosition = FLT_MAX; float positionSDF = 0; // Start position dot rendering const float distanceToStartPosition = length(int2(posInput.positionSS) - int2(loopStartPositionSS)); const float startPositionSDF = clamp(circleRadius - distanceToStartPosition, 0, 1); // Line rendering const float distanceToRaySegment = DistanceToSegment(posInput.positionSS, loopStartPositionSS, endPositionSS); const float raySegmentSDF = clamp(1 - distanceToRaySegment, 0, 1); float cellSDF = 0; float debugLinearDepth = 0; if (debug.tracingModel == REFRACTIONSSRAYMODEL_HI_Z) { const uint2 iterationCellSize = uint2(debug.iterationCellSizeW, debug.iterationCellSizeH); const float hasData = iterationCellSize.x != 0 || iterationCellSize.y != 0; // Position dot rendering distanceToPosition = length(int2(posInput.positionSS) - int2(debug.iterationPositionSS.xy)); positionSDF = clamp(circleRadius - distanceToPosition, 0, 1); // Grid rendering float2 distanceToCell = float2(posInput.positionSS % iterationCellSize); distanceToCell = min(distanceToCell, float2(iterationCellSize) - distanceToCell); distanceToCell = clamp(1 - distanceToCell, 0, 1); cellSDF = max(distanceToCell.x, distanceToCell.y) * _ShowGrid; debugLinearDepth = posInput.linearDepth; } col = float4( ( GetIndexColor(1) * startPositionSDF + GetIndexColor(3) * positionSDF + GetIndexColor(5) * cellSDF + GetIndexColor(7) * raySegmentSDF ), col.a ); // Common Post Specific // Calculate SDF to draw a ring on both dots const float startPositionRingDistance = abs(distanceToStartPosition - circleRadius); const float startPositionRingSDF = clamp(ringSize - startPositionRingDistance, 0, 1); const float positionRingDistance = abs(distanceToPosition - circleRadius); const float positionRingSDF = clamp(ringSize - positionRingDistance, 0, 1); const float w = clamp(1 - startPositionRingSDF - positionRingSDF, 0, 1); col.rgb = col.rgb * w + float3(1, 1, 1) * (1 - w); if (_ShowDepthPyramidDebug == 1) color.rgb = frac(float3(debugLinearDepth, debugLinearDepth, debugLinearDepth) * 0.1); col = float4(col.rgb * col.a + color.rgb, 1); return col; } return float4(0.0, 0.0, 0.0, 0.0); } ENDHLSL } } Fallback Off }