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60 行
2.1 KiB
60 行
2.1 KiB
using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[GenerateHLSL]
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public enum DebugLightingMode
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{
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None,
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DiffuseLighting,
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SpecularLighting,
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VisualizeCascade,
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IndirectDiffuseOcclusionFromSsao,
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IndirectDiffuseGtaoFromSsao,
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IndirectSpecularOcclusionFromSsao,
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IndirectSpecularGtaoFromSsao
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}
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public enum ShadowMapDebugMode
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{
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None,
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VisualizeAtlas,
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VisualizeShadowMap
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}
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[Serializable]
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public class LightingDebugSettings
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{
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public bool IsDebugDisplayEnabled()
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{
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return debugLightingMode != DebugLightingMode.None;
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}
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public DebugLightingMode debugLightingMode = DebugLightingMode.None;
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public bool enableShadows = true;
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public ShadowMapDebugMode shadowDebugMode = ShadowMapDebugMode.None;
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public bool shadowDebugUseSelection = false;
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public uint shadowMapIndex = 0;
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public uint shadowAtlasIndex = 0;
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public float shadowMinValue = 0.0f;
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public float shadowMaxValue = 1.0f;
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public bool overrideSmoothness = false;
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public float overrideSmoothnessValue = 0.5f;
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public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f);
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public bool displaySkyReflection = false;
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public float skyReflectionMipmap = 0.0f;
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public LightLoopSettings.TileClusterDebug tileClusterDebug = LightLoopSettings.TileClusterDebug.None;
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public LightLoopSettings.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoopSettings.TileClusterCategoryDebug.Punctual;
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public void OnValidate()
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{
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overrideSmoothnessValue = Mathf.Clamp(overrideSmoothnessValue, 0.0f, 1.0f);
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skyReflectionMipmap = Mathf.Clamp(skyReflectionMipmap, 0.0f, 1.0f);
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}
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}
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}
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