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59 行
1.9 KiB
59 行
1.9 KiB
#ifndef UNITY_DEBUG_DISPLAY_INCLUDED
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#define UNITY_DEBUG_DISPLAY_INCLUDED
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#include "DebugDisplay.cs.hlsl"
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// Set of parameters available when switching to debug shader mode
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int _DebugLightingMode; // Match enum DebugLightingMode
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int _DebugViewMaterial; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display
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float4 _DebugLightingAlbedo; // xyz = albedo for diffuse, w unused
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float4 _DebugLightingSmoothness; // x == bool override, y == override value
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void GetPropertiesDataDebug(uint paramId, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEWPROPERTIES_TESSELLATION:
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#ifdef TESSELLATION_ON
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_PER_PIXEL_DISPLACEMENT:
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#ifdef _PER_PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
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#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
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#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_LIGHTMAP:
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#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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}
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}
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#endif
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