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
202 行
7.6 KiB
202 行
7.6 KiB
Shader "Hidden/HDRenderPipeline/DebugFullScreen"
|
|
{
|
|
SubShader
|
|
{
|
|
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 "ShaderLibrary/Common.hlsl"
|
|
#include "../Debug/DebugDisplay.cs.hlsl"
|
|
#include "../ShaderVariables.hlsl"
|
|
|
|
TEXTURE2D(_DebugFullScreenTexture);
|
|
SAMPLER(sampler_DebugFullScreenTexture);
|
|
float _FullScreenDebugMode;
|
|
|
|
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 = GetFullScreenTriangleTexCoord(input.vertexID);
|
|
|
|
return output;
|
|
}
|
|
|
|
// Motion vector debug utilities
|
|
// >>>
|
|
float DistanceToLine(float2 p, float2 p1, float2 p2)
|
|
{
|
|
float2 center = (p1 + p2) * 0.5;
|
|
float len = length(p2 - p1);
|
|
float2 dir = (p2 - p1) / len;
|
|
float2 rel_p = p - center;
|
|
return dot(rel_p, float2(dir.y, -dir.x));
|
|
}
|
|
|
|
float DistanceToSegment(float2 p, float2 p1, float2 p2)
|
|
{
|
|
float2 center = (p1 + p2) * 0.5;
|
|
float len = length(p2 - p1);
|
|
float2 dir = (p2 - p1) / len;
|
|
float2 rel_p = p - center;
|
|
float dist1 = abs(dot(rel_p, float2(dir.y, -dir.x)));
|
|
float dist2 = abs(dot(rel_p, dir)) - 0.5 * len;
|
|
return max(dist1, dist2);
|
|
}
|
|
|
|
float DrawArrow(float2 texcoord, float body, float head, float height, float linewidth, float antialias)
|
|
{
|
|
float w = linewidth / 2.0 + antialias;
|
|
float2 start = -float2(body / 2.0, 0.0);
|
|
float2 end = float2(body / 2.0, 0.0);
|
|
|
|
// Head: 3 lines
|
|
float d1 = DistanceToLine(texcoord, end, end - head * float2(1.0, -height));
|
|
float d2 = DistanceToLine(texcoord, end - head * float2(1.0, height), end);
|
|
float d3 = texcoord.x - end.x + head;
|
|
|
|
// Body: 1 segment
|
|
float d4 = DistanceToSegment(texcoord, start, end - float2(linewidth, 0.0));
|
|
|
|
float d = min(max(max(d1, d2), -d3), d4);
|
|
return d;
|
|
}
|
|
|
|
float2 SampleMotionVectors(float2 coords)
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
coords.y = 1.0 - coords.y;
|
|
#endif
|
|
|
|
float2 mv = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, coords).xy;
|
|
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
mv.y *= -1.0;
|
|
#endif
|
|
|
|
return mv;
|
|
}
|
|
// <<<
|
|
|
|
float4 Frag(Varyings input) : SV_Target
|
|
{
|
|
// SSAO
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO)
|
|
{
|
|
return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord).xxxx;
|
|
}
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_NAN_TRACKER)
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
input.texcoord.y = 1.0 - input.texcoord.y;
|
|
#endif
|
|
|
|
float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord);
|
|
|
|
if (any(isnan(color)) || any(isinf(color)))
|
|
{
|
|
color = float4(1.0, 0.0, 1.0, 1.0);
|
|
}
|
|
else
|
|
{
|
|
// Dim the color buffer so we can see NaNs & Infs better
|
|
color.rgb *= 0.25;
|
|
}
|
|
|
|
return color;
|
|
}
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_MOTION_VECTORS)
|
|
{
|
|
float2 mv = SampleMotionVectors(input.texcoord);
|
|
|
|
// Background color intensity - keep this low unless you want to make your eyes bleed
|
|
const float kIntensity = 0.15;
|
|
|
|
// Map motion vector direction to color wheel (hue between 0 and 360deg)
|
|
float phi = atan2(mv.x, mv.y);
|
|
float hue = (phi / PI + 1.0) * 0.5;
|
|
float r = abs(hue * 6.0 - 3.0) - 1.0;
|
|
float g = 2.0 - abs(hue * 6.0 - 2.0);
|
|
float b = 2.0 - abs(hue * 6.0 - 4.0);
|
|
|
|
float3 color = saturate(float3(r, g, b) * kIntensity);
|
|
|
|
// Grid subdivisions - should be dynamic
|
|
const float kGrid = 64.0;
|
|
|
|
// Arrow grid (aspect ratio is kept)
|
|
float rows = floor(kGrid * _ScreenParams.y / _ScreenParams.x);
|
|
float cols = kGrid;
|
|
float2 size = _ScreenParams.xy / float2(cols, rows);
|
|
float body = min(size.x, size.y) / 1.4142135623730951; // sqrt(2)
|
|
float2 texcoord = input.positionCS.xy;
|
|
float2 center = (floor(texcoord / size) + 0.5) * size;
|
|
texcoord -= center;
|
|
|
|
// Sample the center of the cell to get the current arrow vector
|
|
float2 arrow_coord = center / _ScreenParams.xy;
|
|
float2 mv_arrow = SampleMotionVectors(arrow_coord);
|
|
|
|
// Skip empty motion
|
|
float d = 0.0;
|
|
if (any(mv_arrow))
|
|
{
|
|
// Rotate the arrow according to the direction
|
|
mv_arrow = normalize(mv_arrow);
|
|
float2x2 rot = float2x2(mv_arrow.x, -mv_arrow.y, mv_arrow.y, mv_arrow.x);
|
|
texcoord = mul(rot, texcoord);
|
|
|
|
d = DrawArrow(texcoord, body, 0.25 * body, 0.5, 2.0, 1.0);
|
|
d = 1.0 - saturate(d);
|
|
}
|
|
|
|
return float4(color + d.xxx, 1.0);
|
|
}
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEFERRED_SHADOWS)
|
|
{
|
|
float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord);
|
|
return float4(color.rgb, 0.0);
|
|
}
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_PRE_REFRACTION_COLOR_PYRAMID
|
|
|| _FullScreenDebugMode == FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID)
|
|
{
|
|
float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord);
|
|
return float4(color.rgb, 1.0);
|
|
}
|
|
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEPTH_PYRAMID)
|
|
{
|
|
float4 color = SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord);
|
|
return float4(color.rrr / (color.rrr + 1), 1.0);
|
|
}
|
|
|
|
return float4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback Off
|
|
}
|