您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
170 行
8.8 KiB
170 行
8.8 KiB
Shader "Hidden/HDRenderPipeline/DebugColorPicker"
|
|
{
|
|
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 "../ShaderVariables.hlsl"
|
|
#include "../Debug/DebugDisplay.cs.hlsl"
|
|
#include "../Debug/DebugDisplay.hlsl"
|
|
|
|
TEXTURE2D(_DebugColorPickerTexture);
|
|
SAMPLER(sampler_DebugColorPickerTexture);
|
|
|
|
float4 _ColorPickerParam; // 4 increasing threshold
|
|
int _ColorPickerMode;
|
|
float3 _ColorPickerFontColor;
|
|
float _ApplyLinearToSRGB;
|
|
float _RequireToFlipInputTexture;
|
|
|
|
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;
|
|
}
|
|
|
|
float4 DisplayPixelInformationAtMousePosition(Varyings input, float4 result, float4 mouseResult, float4 mousePixelCoord)
|
|
{
|
|
bool flipY = _RequireToFlipInputTexture > 0.0;
|
|
|
|
if (mousePixelCoord.z >= 0.0 && mousePixelCoord.z <= 1.0 && mousePixelCoord.w >= 0 && mousePixelCoord.w <= 1.0)
|
|
{
|
|
// As when we read with the color picker we don't go through the final blit (that current hardcode a conversion to sRGB)
|
|
// and as our material debug take it into account, we need to a transform here.
|
|
if (_ApplyLinearToSRGB > 0.0)
|
|
{
|
|
mouseResult.rgb = LinearToSRGB(mouseResult.rgb);
|
|
}
|
|
|
|
// Display message offset:
|
|
int displayTextOffsetX = 1.5 * DEBUG_FONT_TEXT_WIDTH;
|
|
int displayTextOffsetY;
|
|
if (flipY)
|
|
{
|
|
displayTextOffsetY = DEBUG_FONT_TEXT_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
displayTextOffsetY = -DEBUG_FONT_TEXT_HEIGHT;
|
|
}
|
|
|
|
uint2 displayUnormCoord = uint2(mousePixelCoord.x + displayTextOffsetX, mousePixelCoord.y + displayTextOffsetY);
|
|
uint2 unormCoord = input.positionCS.xy;
|
|
|
|
if (_ColorPickerMode == COLORPICKERDEBUGMODE_BYTE || _ColorPickerMode == COLORPICKERDEBUGMODE_BYTE4)
|
|
{
|
|
uint4 mouseValue = int4(mouseResult * 255.5);
|
|
|
|
DrawCharacter('R', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawInteger(mouseValue.x, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
|
|
if (_ColorPickerMode == COLORPICKERDEBUGMODE_BYTE4)
|
|
{
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('G', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawInteger(mouseValue.y, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('B', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawInteger(mouseValue.z, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('A', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawInteger(mouseValue.w, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
}
|
|
}
|
|
else // float
|
|
{
|
|
DrawCharacter('X', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawFloat(mouseResult.x, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
if (_ColorPickerMode == COLORPICKERDEBUGMODE_FLOAT4)
|
|
{
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('Y', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawFloat(mouseResult.y, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('Z', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawFloat(mouseResult.z, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
displayUnormCoord.x = mousePixelCoord.x + displayTextOffsetX;
|
|
displayUnormCoord.y += displayTextOffsetY;
|
|
DrawCharacter('W', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawCharacter(':', _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
DrawFloat(mouseResult.w, _ColorPickerFontColor, unormCoord, displayUnormCoord, flipY, result.rgb);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
float4 Frag(Varyings input) : SV_Target
|
|
{
|
|
if (_RequireToFlipInputTexture > 0.0)
|
|
{
|
|
input.texcoord.y = 1.0 * _ScreenToTargetScale.y - input.texcoord.y;
|
|
}
|
|
|
|
float4 result = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, input.texcoord);
|
|
//result.rgb = GetColorCodeFunction(result.x, _ColorPickerParam);
|
|
|
|
float4 mousePixelCoord = _MousePixelCoord;
|
|
if (_RequireToFlipInputTexture > 0.0)
|
|
{
|
|
mousePixelCoord.y = _ScreenSize.y - mousePixelCoord.y;
|
|
// Note: We must not flip the mousePixelCoord.w coordinate
|
|
}
|
|
|
|
float4 mouseResult = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, mousePixelCoord.zw);
|
|
// Reverse debug exposure in order to display the real values.
|
|
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
|
|
mouseResult = mouseResult / exp2(_DebugExposure);
|
|
|
|
float4 finalResult = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
|
|
return finalResult;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback Off
|
|
}
|