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328 行
14 KiB
328 行
14 KiB
using System.Collections.Generic;
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using System;
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using UnityEngine.Experimental.Rendering.HDPipeline.Attributes;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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namespace Attributes
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{
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// 0 is reserved!
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[GenerateHLSL]
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public enum DebugViewVarying
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{
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None = 0,
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Texcoord0 = 1,
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Texcoord1,
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Texcoord2,
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Texcoord3,
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VertexTangentWS,
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VertexBitangentWS,
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VertexNormalWS,
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VertexColor,
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VertexColorAlpha,
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// if you add more values here, fix the first entry of next enum
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};
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// Number must be contiguous
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[GenerateHLSL]
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public enum DebugViewGbuffer
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{
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None = 0,
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Depth = DebugViewVarying.VertexColorAlpha + 1,
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BakeDiffuseLightingWithAlbedoPlusEmissive,
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BakeShadowMask0,
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BakeShadowMask1,
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BakeShadowMask2,
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BakeShadowMask3,
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// if you add more values here, fix the first entry of next enum
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}
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// Number must be contiguous
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[GenerateHLSL]
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public enum DebugViewProperties
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{
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None = 0,
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Tessellation = DebugViewGbuffer.BakeShadowMask3 + 1,
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PixelDisplacement,
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VertexDisplacement,
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TessellationDisplacement,
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DepthOffset,
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Lightmap,
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Instancing,
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}
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}
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[Serializable]
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public class MaterialDebugSettings
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{
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static bool isDebugViewMaterialInit = false;
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public static GUIContent[] debugViewMaterialStrings = null;
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public static int[] debugViewMaterialValues = null;
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public static GUIContent[] debugViewEngineStrings = null;
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public static int[] debugViewEngineValues = null;
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public static GUIContent[] debugViewMaterialVaryingStrings = null;
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public static int[] debugViewMaterialVaryingValues = null;
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public static GUIContent[] debugViewMaterialPropertiesStrings = null;
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public static int[] debugViewMaterialPropertiesValues = null;
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public static GUIContent[] debugViewMaterialTextureStrings = null;
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public static int[] debugViewMaterialTextureValues = null;
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public static GUIContent[] debugViewMaterialGBufferStrings = null;
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public static int[] debugViewMaterialGBufferValues = null;
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public MaterialDebugSettings()
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{
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BuildDebugRepresentation();
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}
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// className include the additional "/"
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void FillWithProperties(Type type, ref List<GUIContent> debugViewMaterialStringsList, ref List<int> debugViewMaterialValuesList, string className)
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{
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var attributes = type.GetCustomAttributes(true);
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// Get attribute to get the start number of the value for the enum
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var attr = attributes[0] as GenerateHLSL;
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if (!attr.needParamDebug)
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{
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return;
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}
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var fields = type.GetFields();
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var localIndex = 0;
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foreach (var field in fields)
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{
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// Note: One field can have multiple name. This is to allow to have different debug view mode for the same field
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// like for example display normal in world space or in view space. Same field but two different modes.
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List<String> displayNames = new List<string>();
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displayNames.Add(field.Name);
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// Check if the display name have been override by the users
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if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes)))
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{
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var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false);
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if (propertyAttr[0].displayNames.Length > 0 && propertyAttr[0].displayNames[0] != "")
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{
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displayNames.Clear();
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displayNames.AddRange(propertyAttr[0].displayNames);
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}
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}
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foreach (string fieldName in displayNames)
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{
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debugViewMaterialStringsList.Add(new GUIContent(className + fieldName));
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debugViewMaterialValuesList.Add(attr.paramDefinesStart + (int)localIndex);
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localIndex++;
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}
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}
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}
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void FillWithPropertiesEnum(Type type, ref List<GUIContent> debugViewMaterialStringsList, ref List<int> debugViewMaterialValuesList, string prefix)
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{
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var names = Enum.GetNames(type);
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var localIndex = 0;
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foreach (var value in Enum.GetValues(type))
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{
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var valueName = prefix + names[localIndex];
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debugViewMaterialStringsList.Add(new GUIContent(valueName));
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debugViewMaterialValuesList.Add((int)value);
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localIndex++;
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}
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}
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public class MaterialItem
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{
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public String className;
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public Type surfaceDataType;
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public Type bsdfDataType;
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};
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void BuildDebugRepresentation()
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{
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if (!isDebugViewMaterialInit)
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{
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List<RenderPipelineMaterial> materialList = HDUtils.GetRenderPipelineMaterialList();
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// TODO: Share this code to retrieve deferred material with HDRenderPipeline
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// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
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Type bsdfDataDeferredType = null;
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foreach (RenderPipelineMaterial material in materialList)
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{
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if (material.GetMaterialGBufferCount() > 0)
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{
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bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData");
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}
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}
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// TODO: Handle the case of no Gbuffer material
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Debug.Assert(bsdfDataDeferredType != null);
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List<MaterialItem> materialItems = new List<MaterialItem>();
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int numSurfaceDataFields = 0;
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int numBSDFDataFields = 0;
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foreach (RenderPipelineMaterial material in materialList)
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{
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MaterialItem item = new MaterialItem();
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item.className = material.GetType().Name + "/";
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item.surfaceDataType = material.GetType().GetNestedType("SurfaceData");
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numSurfaceDataFields += item.surfaceDataType.GetFields().Length;
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item.bsdfDataType = material.GetType().GetNestedType("BSDFData");
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numBSDFDataFields += item.bsdfDataType.GetFields().Length;
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materialItems.Add(item);
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}
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// Init list
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List<GUIContent> debugViewMaterialStringsList = new List<GUIContent>();
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List<int> debugViewMaterialValuesList = new List<int>();
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List<GUIContent> debugViewEngineStringsList = new List<GUIContent>();
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List<int> debugViewEngineValuesList = new List<int>();
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List<GUIContent> debugViewMaterialVaryingStringsList = new List<GUIContent>();
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List<int> debugViewMaterialVaryingValuesList = new List<int>();
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List<GUIContent> debugViewMaterialPropertiesStringsList = new List<GUIContent>();
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List<int> debugViewMaterialPropertiesValuesList = new List<int>();
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List<GUIContent> debugViewMaterialTextureStringsList = new List<GUIContent>();
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List<int> debugViewMaterialTextureValuesList = new List<int>();
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List<GUIContent> debugViewMaterialGBufferStringsList = new List<GUIContent>();
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List<int> debugViewMaterialGBufferValuesList = new List<int>();
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// First element is a reserved location and should not be used (allow to track error)
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// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
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debugViewMaterialStringsList.Add(new GUIContent("None"));
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debugViewMaterialValuesList.Add(0);
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foreach (MaterialItem item in materialItems)
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{
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// BuiltinData are duplicated for each material
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FillWithProperties(typeof(Builtin.BuiltinData), ref debugViewMaterialStringsList, ref debugViewMaterialValuesList, item.className);
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FillWithProperties(item.surfaceDataType, ref debugViewMaterialStringsList, ref debugViewMaterialValuesList, item.className);
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}
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// Engine properties debug
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// First element is a reserved location and should not be used (allow to track error)
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// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
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debugViewEngineStringsList.Add(new GUIContent("None"));
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debugViewEngineValuesList.Add(0);
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foreach (MaterialItem item in materialItems)
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{
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FillWithProperties(item.bsdfDataType, ref debugViewEngineStringsList, ref debugViewEngineValuesList, item.className);
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}
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// For the following, no need to reserve the 0 case as it is handled in the Enum
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// Attributes debug
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FillWithPropertiesEnum(typeof(DebugViewVarying), ref debugViewMaterialVaryingStringsList, ref debugViewMaterialVaryingValuesList, "");
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// Properties debug
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FillWithPropertiesEnum(typeof(DebugViewProperties), ref debugViewMaterialPropertiesStringsList, ref debugViewMaterialPropertiesValuesList, "");
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// Gbuffer debug
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FillWithPropertiesEnum(typeof(DebugViewGbuffer), ref debugViewMaterialGBufferStringsList, ref debugViewMaterialGBufferValuesList, "");
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FillWithProperties(typeof(Lit.BSDFData), ref debugViewMaterialGBufferStringsList, ref debugViewMaterialGBufferValuesList, "");
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// Convert to array for UI
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debugViewMaterialStrings = debugViewMaterialStringsList.ToArray();
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debugViewMaterialValues = debugViewMaterialValuesList.ToArray();
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debugViewEngineStrings = debugViewEngineStringsList.ToArray();
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debugViewEngineValues = debugViewEngineValuesList.ToArray();
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debugViewMaterialVaryingStrings = debugViewMaterialVaryingStringsList.ToArray();
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debugViewMaterialVaryingValues = debugViewMaterialVaryingValuesList.ToArray();
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debugViewMaterialPropertiesStrings = debugViewMaterialPropertiesStringsList.ToArray();
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debugViewMaterialPropertiesValues = debugViewMaterialPropertiesValuesList.ToArray();
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debugViewMaterialTextureStrings = debugViewMaterialTextureStringsList.ToArray();
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debugViewMaterialTextureValues = debugViewMaterialTextureValuesList.ToArray();
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debugViewMaterialGBufferStrings = debugViewMaterialGBufferStringsList.ToArray();
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debugViewMaterialGBufferValues = debugViewMaterialGBufferValuesList.ToArray();
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isDebugViewMaterialInit = true;
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}
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}
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public int debugViewMaterial { get { return m_DebugViewMaterial; } }
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public int debugViewEngine { get { return m_DebugViewEngine; } }
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public DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } }
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public DebugViewProperties debugViewProperties { get { return m_DebugViewProperties; } }
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public int debugViewGBuffer { get { return m_DebugViewGBuffer; } }
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int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials.
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int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData
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DebugViewVarying m_DebugViewVarying = DebugViewVarying.None;
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DebugViewProperties m_DebugViewProperties = DebugViewProperties.None;
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int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData
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public int GetDebugMaterialIndex()
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{
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// This value is used in the shader for the actual debug display.
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// There is only one uniform parameter for that so we just add all of them
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// They are all mutually exclusive so return the sum will return the right index.
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return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying + (int)m_DebugViewProperties;
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}
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public void DisableMaterialDebug()
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{
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m_DebugViewMaterial = 0;
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m_DebugViewEngine = 0;
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m_DebugViewVarying = DebugViewVarying.None;
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m_DebugViewProperties = DebugViewProperties.None;
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m_DebugViewGBuffer = 0;
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}
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public void SetDebugViewMaterial(int value)
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{
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if (value != 0)
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DisableMaterialDebug();
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m_DebugViewMaterial = value;
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}
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public void SetDebugViewEngine(int value)
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{
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if (value != 0)
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DisableMaterialDebug();
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m_DebugViewEngine = value;
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}
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public void SetDebugViewVarying(DebugViewVarying value)
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{
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if (value != 0)
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DisableMaterialDebug();
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m_DebugViewVarying = value;
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}
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public void SetDebugViewProperties(DebugViewProperties value)
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{
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if (value != 0)
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DisableMaterialDebug();
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m_DebugViewProperties = value;
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}
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public void SetDebugViewGBuffer(int value)
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{
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if (value != 0)
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DisableMaterialDebug();
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m_DebugViewGBuffer = value;
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}
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public bool IsDebugGBufferEnabled()
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{
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return m_DebugViewGBuffer != 0;
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}
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public bool IsDebugDisplayEnabled()
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{
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return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != DebugViewVarying.None || m_DebugViewProperties != DebugViewProperties.None || m_DebugViewGBuffer != 0);
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}
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}
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}
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