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50 行
1.6 KiB
50 行
1.6 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[Serializable]
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public class GlobalDebugParameters
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{
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public float debugOverlayRatio = 0.33f;
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public bool displayDebug = false;
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public bool displayShadowDebug = false;
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public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters();
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}
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public class DebugParameters
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{
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// Material Debugging
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public int debugViewMaterial = 0;
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// Rendering debugging
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public bool displayOpaqueObjects = true;
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public bool displayTransparentObjects = true;
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public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool useDepthPrepass = false;
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public bool useDistortion = true;
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// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
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// as rendering everything in wireframe + deferred do not play well together
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public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; }
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}
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public enum ShadowDebugMode
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{
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None,
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VisualizeAtlas,
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VisualizeShadowMap
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}
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[Serializable]
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public class ShadowDebugParameters
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{
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public bool enableShadows = true;
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public ShadowDebugMode visualizationMode = ShadowDebugMode.None;
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public uint visualizeShadowMapIndex = 0;
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}
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}
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