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98 行
3.2 KiB
98 行
3.2 KiB
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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LuxMeter,
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VisualizeCascade,
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VisualizeShadowMasks,
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IndirectDiffuseOcclusion,
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IndirectSpecularOcclusion,
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ScreenSpaceTracingRefraction,
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ScreenSpaceTracingReflection
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}
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[GenerateHLSL]
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public enum DebugScreenSpaceTracing
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{
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None,
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Color,
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RayDirWS,
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HitDepth,
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HitSuccess,
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TracingModel,
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HiZPositionNDC,
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HiZRayDirNDC,
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HiZIterationCount,
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HiZMaxUsedMipLevel,
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HiZIntersectionKind,
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HiZHitWeight,
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HiZSampledColor,
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HiZDiff,
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LinearPositionNDC,
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LinearRayDirNDC,
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LinearIterationCount,
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LinearHitWeight,
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LinearSampledColor
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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 || overrideSmoothness || overrideAlbedo || overrideNormal || overrideSpecularColor;
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}
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public bool IsDebugDisplayRemovePostprocess()
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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 DebugScreenSpaceTracing debugScreenSpaceTracingMode = DebugScreenSpaceTracing.None;
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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 uint shadowSliceIndex = 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 bool overrideAlbedo = false;
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public Color overrideAlbedoValue = new Color(0.5f, 0.5f, 0.5f);
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public bool overrideNormal = false;
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public bool overrideSpecularColor = false;
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public Color overrideSpecularColorValue = new Color(1.0f, 1.0f, 1.0f);
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public bool displaySkyReflection = false;
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public float skyReflectionMipmap = 0.0f;
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public float environmentProxyDepthScale = 20;
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public float debugExposure = 0.0f;
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public bool showPunctualLight = true;
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public bool showDirectionalLight = true;
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public bool showAreaLight = true;
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public bool showReflectionProbe = true;
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public LightLoop.TileClusterDebug tileClusterDebug = LightLoop.TileClusterDebug.None;
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public LightLoop.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoop.TileClusterCategoryDebug.Punctual;
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}
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}
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