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276 行
11 KiB
276 行
11 KiB
#ifndef UNITY_DEBUG_INCLUDED
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#define UNITY_DEBUG_INCLUDED
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// Given an enum (represented by an int here), return a color.
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// Use for DebugView of enum
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real3 GetIndexColor(int index)
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{
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real3 outColor = real3(1.0, 0.0, 0.0);
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if (index == 0)
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outColor = real3(1.0, 0.5, 0.5);
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else if (index == 1)
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outColor = real3(0.5, 1.0, 0.5);
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else if (index == 2)
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outColor = real3(0.5, 0.5, 1.0);
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else if (index == 3)
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outColor = real3(1.0, 1.0, 0.5);
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else if (index == 4)
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outColor = real3(1.0, 0.5, 1.0);
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else if (index == 5)
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outColor = real3(0.5, 1.0, 1.0);
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else if (index == 6)
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outColor = real3(0.25, 0.75, 1.0);
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else if (index == 7)
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outColor = real3(1.0, 0.75, 0.25);
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else if (index == 8)
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outColor = real3(0.75, 1.0, 0.25);
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else if (index == 9)
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outColor = real3(0.75, 0.25, 1.0);
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else if (index == 10)
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outColor = real3(0.25, 1.0, 0.75);
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else if (index == 11)
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outColor = real3(0.75, 0.75, 0.25);
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else if (index == 12)
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outColor = real3(0.75, 0.25, 0.75);
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else if (index == 13)
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outColor = real3(0.25, 0.75, 0.75);
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else if (index == 14)
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outColor = real3(0.25, 0.25, 0.75);
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else if (index == 15)
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outColor = real3(0.75, 0.25, 0.25);
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return outColor;
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}
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bool SampleDebugFont(int2 pixCoord, uint digit)
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{
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if (pixCoord.x < 0 || pixCoord.y < 0 || pixCoord.x >= 5 || pixCoord.y >= 9 || digit > 9)
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return false;
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#define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24))
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#define _ 0
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#define x 1
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uint fontData[9][2] = {
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{ PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) },
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{ PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) },
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{ PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
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{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
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{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) },
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{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) },
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{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) },
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{ PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) },
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{ PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) }
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};
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#undef _
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#undef x
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#undef PACK_BITS25
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return (fontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1;
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}
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bool SampleDebugFontNumber(int2 pixCoord, uint number)
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{
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pixCoord.y -= 4;
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if (number <= 9)
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{
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return SampleDebugFont(pixCoord - int2(6, 0), number);
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}
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else
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{
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return (SampleDebugFont(pixCoord, number / 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10));
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}
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}
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float4 GetStreamingMipColor(uint mipCount, float4 mipInfo)
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{
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// alpha is amount to blend with source color (0.0 = use original, 1.0 = use new color)
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// mipInfo :
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// x = quality setings minStreamingMipLevel
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// y = original mip count for texture
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// z = desired on screen mip level
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// w = 0
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uint originalTextureMipCount = uint(mipInfo.y);
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// If material/shader mip info (original mip level) has not been set its not a streamed texture
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if (originalTextureMipCount == 0)
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return float4(1.0, 1.0, 1.0, 0.0);
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uint desiredMipLevel = uint(mipInfo.z);
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uint mipCountDesired = uint(originalTextureMipCount)-uint(desiredMipLevel);
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if (mipCount == 0)
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{
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// Magenta if mip count invalid
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return float4(1.0, 0.0, 1.0, 1.0);
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}
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else if (mipCount < mipCountDesired)
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{
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// red tones when not at the desired mip level (reduction due to budget). Brighter is further from original, alpha 0 when at desired
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float ratioToDesired = float(mipCount) / float(mipCountDesired);
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return float4(1.0, 0.0, 0.0, 1.0 - ratioToDesired);
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}
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else if (mipCount >= originalTextureMipCount)
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{
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// original color when at (or beyond) original mip count
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return float4(1.0, 1.0, 1.0, 0.0);
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}
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else
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{
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// green tones when not at the original mip level. Brighter is closer to original, alpha 0 when at original
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float ratioToOriginal = float(mipCount) / float(originalTextureMipCount);
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return float4(0.0, 1.0, 0.0, 1.0 - ratioToOriginal);
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}
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}
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float4 GetSimpleMipCountColor(uint mipCount)
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{
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// Grey scale for mip counts where mip count of 12 = white
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float mipCountColor = float(mipCount) / 12.0;
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float4 color = float4(mipCountColor, mipCountColor, mipCountColor, 1.0f);
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// alpha is amount to blend with source color (0.0 = use original, 1.0 = use new color)
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// Magenta is no valid mip count
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// Original colour if greater than 12
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return mipCount==0 ? float4(1.0, 0.0, 1.0, 1.0) : (mipCount > 12 ? float4(1.0, 1.0, 1.0, 0.0) : color );
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}
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float4 GetMipLevelColor(float2 uv, float4 texelSize)
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{
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// Push down into colors list to "optimal level" in following table.
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// .zw is texture width,height so *2 is down one mip, *4 is down two mips
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texelSize.zw *= 4.0;
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float mipLevel = ComputeTextureLOD(uv, texelSize.wz);
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mipLevel = clamp(mipLevel, 0.0, 5.0 - 0.0001);
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float4 colors[6] = {
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float4(0.0, 0.0, 1.0, 0.8), // 0 BLUE = too little texture detail
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float4(0.0, 0.5, 1.0, 0.4), // 1
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float4(1.0, 1.0, 1.0, 0.0), // 2 = optimal level
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float4(1.0, 0.7, 0.0, 0.2), // 3 (YELLOW tint)
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float4(1.0, 0.3, 0.0, 0.6), // 4 (clamped mipLevel 4.9999)
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float4(1.0, 0.0, 0.0, 0.8) // 5 RED = too much texture detail (max blended value)
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};
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int mipLevelInt = floor(mipLevel);
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float t = frac(mipLevel);
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float4 a = colors[mipLevelInt];
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float4 b = colors[mipLevelInt + 1];
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float4 color = lerp(a, b, t);
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return color;
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}
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float3 GetDebugMipColor(float3 originalColor, Texture2D tex, float4 texelSize, float2 uv)
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{
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// https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
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float4 mipColor= GetMipLevelColor(uv, texelSize);
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return lerp(originalColor, mipColor.rgb, mipColor.a);
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}
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float3 GetDebugMipCountColor(float3 originalColor, Texture2D tex)
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{
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uint mipCount = GetMipCount(tex);
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float4 mipColor = GetSimpleMipCountColor(mipCount);
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return lerp(originalColor, mipColor.rgb, mipColor.a);
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}
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float3 GetDebugStreamingMipColor(Texture2D tex, float4 mipInfo)
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{
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uint mipCount = GetMipCount(tex);
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return GetStreamingMipColor(mipCount, mipInfo).xyz;
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}
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float3 GetDebugStreamingMipColorBlended(float3 originalColor, Texture2D tex, float4 mipInfo)
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{
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uint mipCount = GetMipCount(tex);
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float4 mipColor = GetStreamingMipColor(mipCount, mipInfo);
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return lerp(originalColor, mipColor.rgb, mipColor.a);
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}
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float3 GetDebugMipColorIncludingMipReduction(float3 originalColor, Texture2D tex, float4 texelSize, float2 uv, float4 mipInfo)
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{
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uint originalTextureMipCount = uint(mipInfo.y);
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if (originalTextureMipCount != 0)
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{
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// mipInfo :
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// x = quality setings minStreamingMipLevel
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// y = original mip count for texture
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// z = desired on screen mip level
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// w = 0
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// Mip count has been reduced but the texelSize was not updated to take that into account
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uint mipCount = GetMipCount(tex);
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uint mipReductionLevel = originalTextureMipCount - mipCount;
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uint mipReductionFactor = 1 << mipReductionLevel;
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if (mipReductionFactor)
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{
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float oneOverMipReductionFactor = 1.0 / mipReductionFactor;
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// texelSize.xy *= mipReductionRatio; // Unused in GetDebugMipColor so lets not re-calculate it
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texelSize.zw *= oneOverMipReductionFactor;
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}
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}
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return GetDebugMipColor(originalColor, tex, texelSize, uv);
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}
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// mipInfo :
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// x = quality setings minStreamingMipLevel
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// y = original mip count for texture
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// z = desired on screen mip level
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// w = 0
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float3 GetDebugMipReductionColor(Texture2D tex, float4 mipInfo)
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{
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float3 outColor = float3(1.0, 0.0, 1.0); // Can't calculate without original mip count - return magenta
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uint originalTextureMipCount = uint(mipInfo.y);
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if (originalTextureMipCount != 0)
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{
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// Mip count has been reduced but the texelSize was not updated to take that into account
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uint mipCount = GetMipCount(tex);
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uint mipReductionLevel = originalTextureMipCount - mipCount;
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float mipCol = float(mipReductionLevel) / 12.0;
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outColor = float3(0, mipCol, 0);
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}
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return outColor;
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}
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// Convert an arbitrary range to color base on threshold provide to the function, threshold must be in growing order
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real3 GetColorCodeFunction(real value, real4 threshold)
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{
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const real3 red = { 1.0, 0.0, 0.0 };
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const real3 lightGreen = { 0.5, 1.0, 0.5 };
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const real3 darkGreen = { 0.1, 1.0, 0.1 };
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const real3 yellow = { 1.0, 1.0, 0.0 };
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real3 outColor = red;
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if (value < threshold[0])
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{
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outColor = red;
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}
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else if (value >= threshold[0] && value < threshold[1])
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{
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real scale = (value - threshold[0]) / (threshold[1] - threshold[0]);
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outColor = lerp(red, darkGreen, scale);
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}
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else if (value >= threshold[1] && value < threshold[2])
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{
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real scale = (value - threshold[1]) / (threshold[2] - threshold[1]);
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outColor = lerp(darkGreen, lightGreen, scale);
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}
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else if (value >= threshold[2] && value < threshold[3])
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{
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real scale = (value - threshold[2]) / (threshold[2] - threshold[2]);
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outColor = lerp(lightGreen, yellow, scale);
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}
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else
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{
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outColor = yellow;
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}
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return outColor;
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}
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#endif // UNITY_DEBUG_INCLUDED
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