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304 行
14 KiB
304 行
14 KiB
Shader "Hidden/HDRenderPipeline/DebugFullScreen"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#pragma vertex Vert
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#pragma fragment Frag
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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#include "CoreRP/ShaderLibrary/Debug.hlsl"
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#include "../ShaderVariables.hlsl"
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#include "../Debug/DebugDisplay.cs.hlsl"
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TEXTURE2D(_DebugFullScreenTexture);
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StructuredBuffer<ScreenSpaceTracingDebug> _DebugScreenSpaceTracingData;
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float _FullScreenDebugMode;
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float _RequireToFlipInputTexture;
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TEXTURE2D(_DebugScreenSpaceTracing);
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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// Motion vector debug utilities
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float DistanceToLine(float2 p, float2 p1, float2 p2)
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{
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float2 center = (p1 + p2) * 0.5;
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float len = length(p2 - p1);
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float2 dir = (p2 - p1) / len;
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float2 rel_p = p - center;
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return dot(rel_p, float2(dir.y, -dir.x));
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}
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float DistanceToSegment(float2 p, float2 p1, float2 p2)
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{
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float2 center = (p1 + p2) * 0.5;
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float len = length(p2 - p1);
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float2 dir = (p2 - p1) / len;
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float2 rel_p = p - center;
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float dist1 = abs(dot(rel_p, float2(dir.y, -dir.x)));
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float dist2 = abs(dot(rel_p, dir)) - 0.5 * len;
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return max(dist1, dist2);
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}
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float DrawArrow(float2 texcoord, float body, float head, float height, float linewidth, float antialias)
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{
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float w = linewidth / 2.0 + antialias;
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float2 start = -float2(body / 2.0, 0.0);
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float2 end = float2(body / 2.0, 0.0);
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// Head: 3 lines
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float d1 = DistanceToLine(texcoord, end, end - head * float2(1.0, -height));
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float d2 = DistanceToLine(texcoord, end - head * float2(1.0, height), end);
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float d3 = texcoord.x - end.x + head;
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// Body: 1 segment
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float d4 = DistanceToSegment(texcoord, start, end - float2(linewidth, 0.0));
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float d = min(max(max(d1, d2), -d3), d4);
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return d;
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}
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float2 SampleMotionVectors(float2 coords)
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{
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return SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, coords).xy;
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}
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// end motion vector utilties
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float4 Frag(Varyings input) : SV_Target
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{
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if (_RequireToFlipInputTexture > 0.0)
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{
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// Texcoord are already scaled by _ScreenToTargetScale but we need to account for the flip here anyway.
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input.texcoord.y = 1.0 * _ScreenToTargetScale.y - input.texcoord.y;
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}
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// SSAO
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO)
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{
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return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).xxxx;
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_NAN_TRACKER)
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{
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float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord);
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if (AnyIsNan(color) || any(isinf(color)))
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{
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color = float4(1.0, 0.0, 0.0, 1.0);
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}
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else
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{
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color.rgb = Luminance(color.rgb).xxx;
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}
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return color;
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_MOTION_VECTORS)
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{
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float2 mv = SampleMotionVectors(input.texcoord);
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// Background color intensity - keep this low unless you want to make your eyes bleed
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const float kIntensity = 0.15;
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// Map motion vector direction to color wheel (hue between 0 and 360deg)
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float phi = atan2(mv.x, mv.y);
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float hue = (phi / PI + 1.0) * 0.5;
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float r = abs(hue * 6.0 - 3.0) - 1.0;
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float g = 2.0 - abs(hue * 6.0 - 2.0);
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float b = 2.0 - abs(hue * 6.0 - 4.0);
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float3 color = saturate(float3(r, g, b) * kIntensity);
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// Grid subdivisions - should be dynamic
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const float kGrid = 64.0;
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// Arrow grid (aspect ratio is kept)
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float rows = floor(kGrid * _ScreenParams.y / _ScreenParams.x);
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float cols = kGrid;
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float2 size = _ScreenParams.xy / float2(cols, rows);
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float body = min(size.x, size.y) / sqrt(2.0);
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float2 texcoord = input.positionCS.xy;
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float2 center = (floor(texcoord / size) + 0.5) * size;
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texcoord -= center;
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// Sample the center of the cell to get the current arrow vector
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float2 arrow_coord = center / _ScreenParams.xy;
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if (_RequireToFlipInputTexture > 0.0)
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{
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arrow_coord.y = 1.0 - arrow_coord.y;
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}
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arrow_coord *= _ScreenToTargetScale.xy;
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float2 mv_arrow = SampleMotionVectors(arrow_coord);
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if (_RequireToFlipInputTexture == 0.0)
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{
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mv_arrow.y *= -1;
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}
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// Skip empty motion
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float d = 0.0;
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if (any(mv_arrow))
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{
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// Rotate the arrow according to the direction
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mv_arrow = normalize(mv_arrow);
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float2x2 rot = float2x2(mv_arrow.x, -mv_arrow.y, mv_arrow.y, mv_arrow.x);
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texcoord = mul(rot, texcoord);
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d = DrawArrow(texcoord, body, 0.25 * body, 0.5, 2.0, 1.0);
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d = 1.0 - saturate(d);
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}
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return float4(color + d.xxx, 1.0);
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEFERRED_SHADOWS)
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{
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float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord);
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return float4(color.rrr, 0.0);
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_PRE_REFRACTION_COLOR_PYRAMID
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|| _FullScreenDebugMode == FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID)
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{
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float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord);
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return float4(color.rgb, 1.0);
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEPTH_PYRAMID)
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{
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// Reuse depth display function from DebugViewMaterial
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float depth = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).r;
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
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float linearDepth = frac(posInput.linearDepth * 0.1);
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return float4(linearDepth.xxx, 1.0);
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}
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if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SCREEN_SPACE_TRACING_REFRACTION)
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{
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const float circleRadius = 3.5;
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const float ringSize = 1.5;
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float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord);
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uint4 v01 = LOAD_TEXTURE2D(_DebugScreenSpaceTracing, uint2(0, 0));
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uint4 v02 = LOAD_TEXTURE2D(_DebugScreenSpaceTracing, uint2(1, 0));
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uint4 v03 = LOAD_TEXTURE2D(_DebugScreenSpaceTracing, uint2(0, 1));
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ScreenSpaceTracingDebug debug = _DebugScreenSpaceTracingData[0];
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uint2 startPositionSS = uint2(debug.startPositionSSX, debug.startPositionSSY);
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, 10, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
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uint2 cellSize = uint2(debug.cellSizeW, debug.cellSizeH);
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// Grid rendering
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float2 distanceToCell = float2(posInput.positionSS % cellSize);
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distanceToCell = min(distanceToCell, float2(cellSize) - distanceToCell);
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distanceToCell = clamp(1 - distanceToCell, 0, 1);
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float cellSDF = max(distanceToCell.x, distanceToCell.y);
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// Position dot rendering
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float distanceToPosition = length(int2(posInput.positionSS) - int2(debug.positionTXS.xy));
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float positionSDF = clamp(circleRadius - distanceToPosition, 0, 1);
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// Start position dot rendering
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float distanceToStartPosition = length(int2(posInput.positionSS) - int2(startPositionSS));
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float startPositionSDF = clamp(circleRadius - distanceToStartPosition, 0, 1);
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// Aggregated sdf colors
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float3 debugColor = float3(
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startPositionSDF,
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positionSDF,
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cellSDF
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);
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// Combine debug color with background (with opacity)
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float4 col = float4(debugColor * 0.5 + color.rgb * 0.5, 1);
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// Calculate SDF to draw a ring on both dots
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float startPositionRingDistance = abs(distanceToStartPosition - circleRadius);
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float startPositionRingSDF = clamp(ringSize - startPositionRingDistance, 0, 1);
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float positionRingDistance = abs(distanceToPosition - circleRadius);
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float positionRingSDF = clamp(ringSize - positionRingDistance, 0, 1);
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float w = clamp(1 - startPositionRingSDF - positionRingSDF, 0, 1);
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col = col * w + float4(1, 1, 1, 1) * (1 - w);
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if (posInput.positionSS.y < 200)
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{
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const uint kStartDepthString[] = { 'S', 't', 'a', 'r', 't', ' ', 'D', 'e', 'p', 't', 'h', ':', ' ', 0u };
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const uint kDepthString[] = { 'D', 'e', 'p', 't', 'h', ':', ' ', 0u };
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const uint kLevelString[] = { 'L', 'e', 'v', 'e', 'l', ':', ' ', 0u };
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const uint kIterationString[] = { 'I', 't', 'e', 'r', 'a', 't', 'i', 'o', 'n', ':', ' ', 0u };
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uint2 p = uint2(70, 10);
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bool isValid = false;
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SAMPLE_DEBUG_STRING(posInput.positionSS - p, kStartDepthString, isValid);
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if (isValid)
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col = float4(1, 1, 1, 1);
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if (SampleDebugFloatNumber(posInput.positionSS - p - uint2(100, 00), debug.startLinearDepth))
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col = float4(1, 1, 1, 1);
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p += uint2(00, 20);
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isValid = false;
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SAMPLE_DEBUG_STRING(posInput.positionSS - p, kDepthString, isValid);
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if (isValid)
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col = float4(1, 1, 1, 1);
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if (SampleDebugFloatNumber(posInput.positionSS - p - uint2(100, 00), debug.hitLinearDepth))
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col = float4(1, 1, 1, 1);
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p += uint2(00, 20);
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isValid = false;
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SAMPLE_DEBUG_STRING(posInput.positionSS - p, kLevelString, isValid);
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if (isValid)
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col = float4(1, 1, 1, 1);
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if (SampleDebugFontNumber(posInput.positionSS - p - uint2(100, 00), debug.level))
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col = float4(1, 1, 1, 1);
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p += uint2(00, 20);
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isValid = false;
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SAMPLE_DEBUG_STRING(posInput.positionSS - p, kIterationString, isValid);
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if (isValid)
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col = float4(1, 1, 1, 1);
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if (SampleDebugFontNumber(posInput.positionSS - p - uint2(100, 00), debug.iteration))
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col = float4(1, 1, 1, 1);
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p += uint2(00, 20);
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}
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return col;
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}
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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