479 lines
23 KiB
C#
479 lines
23 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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class DebugHandler : IDebugDisplaySettingsQuery
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{
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#region Property Id Constants
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static readonly int k_DebugColorInvalidModePropertyId = Shader.PropertyToID("_DebugColorInvalidMode");
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static readonly int k_DebugColorPropertyId = Shader.PropertyToID("_DebugColor");
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static readonly int k_DebugTexturePropertyId = Shader.PropertyToID("_DebugTexture");
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static readonly int k_DebugTextureNoStereoPropertyId = Shader.PropertyToID("_DebugTextureNoStereo");
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static readonly int k_DebugTextureDisplayRect = Shader.PropertyToID("_DebugTextureDisplayRect");
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static readonly int k_DebugRenderTargetSupportsStereo = Shader.PropertyToID("_DebugRenderTargetSupportsStereo");
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// Material settings...
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static readonly int k_DebugMaterialModeId = Shader.PropertyToID("_DebugMaterialMode");
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static readonly int k_DebugVertexAttributeModeId = Shader.PropertyToID("_DebugVertexAttributeMode");
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static readonly int k_DebugMaterialValidationModeId = Shader.PropertyToID("_DebugMaterialValidationMode");
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// Rendering settings...
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static readonly int k_DebugMipInfoModeId = Shader.PropertyToID("_DebugMipInfoMode");
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static readonly int k_DebugSceneOverrideModeId = Shader.PropertyToID("_DebugSceneOverrideMode");
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static readonly int k_DebugFullScreenModeId = Shader.PropertyToID("_DebugFullScreenMode");
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static readonly int k_DebugValidationModeId = Shader.PropertyToID("_DebugValidationMode");
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static readonly int k_DebugValidateBelowMinThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateBelowMinThresholdColor");
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static readonly int k_DebugValidateAboveMaxThresholdColorPropertyId = Shader.PropertyToID("_DebugValidateAboveMaxThresholdColor");
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static readonly int k_DebugMaxPixelCost = Shader.PropertyToID("_DebugMaxPixelCost");
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// Lighting settings...
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static readonly int k_DebugLightingModeId = Shader.PropertyToID("_DebugLightingMode");
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static readonly int k_DebugLightingFeatureFlagsId = Shader.PropertyToID("_DebugLightingFeatureFlags");
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static readonly int k_DebugValidateAlbedoMinLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMinLuminance");
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static readonly int k_DebugValidateAlbedoMaxLuminanceId = Shader.PropertyToID("_DebugValidateAlbedoMaxLuminance");
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static readonly int k_DebugValidateAlbedoSaturationToleranceId = Shader.PropertyToID("_DebugValidateAlbedoSaturationTolerance");
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static readonly int k_DebugValidateAlbedoHueToleranceId = Shader.PropertyToID("_DebugValidateAlbedoHueTolerance");
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static readonly int k_DebugValidateAlbedoCompareColorId = Shader.PropertyToID("_DebugValidateAlbedoCompareColor");
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static readonly int k_DebugValidateMetallicMinValueId = Shader.PropertyToID("_DebugValidateMetallicMinValue");
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static readonly int k_DebugValidateMetallicMaxValueId = Shader.PropertyToID("_DebugValidateMetallicMaxValue");
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static readonly int k_ValidationChannelsId = Shader.PropertyToID("_ValidationChannels");
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static readonly int k_RangeMinimumId = Shader.PropertyToID("_RangeMinimum");
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static readonly int k_RangeMaximumId = Shader.PropertyToID("_RangeMaximum");
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#endregion
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readonly Material m_ReplacementMaterial;
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readonly Material m_HDRDebugViewMaterial;
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HDRDebugViewPass m_HDRDebugViewPass;
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internal RTHandle m_DebugScreenTextureHandle;
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bool m_HasDebugRenderTarget;
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bool m_DebugRenderTargetSupportsStereo;
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Vector4 m_DebugRenderTargetPixelRect;
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RenderTargetIdentifier m_DebugRenderTargetIdentifier;
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readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings;
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DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings;
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DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.materialSettings;
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DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.renderingSettings;
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#region IDebugDisplaySettingsQuery
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/// <inheritdoc/>
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public bool AreAnySettingsActive => m_DebugDisplaySettings.AreAnySettingsActive;
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/// <inheritdoc/>
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public bool IsPostProcessingAllowed => m_DebugDisplaySettings.IsPostProcessingAllowed;
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/// <inheritdoc/>
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public bool IsLightingActive => m_DebugDisplaySettings.IsLightingActive;
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// These modes would require putting custom data into gbuffer, so instead we just disable deferred mode.
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internal bool IsActiveModeUnsupportedForDeferred =>
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m_DebugDisplaySettings.lightingSettings.lightingDebugMode != DebugLightingMode.None ||
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m_DebugDisplaySettings.lightingSettings.lightingFeatureFlags != DebugLightingFeatureFlags.None ||
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m_DebugDisplaySettings.renderingSettings.sceneOverrideMode != DebugSceneOverrideMode.None ||
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m_DebugDisplaySettings.materialSettings.materialDebugMode != DebugMaterialMode.None ||
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m_DebugDisplaySettings.materialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None ||
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m_DebugDisplaySettings.materialSettings.materialValidationMode != DebugMaterialValidationMode.None;
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/// <inheritdoc/>
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public bool TryGetScreenClearColor(ref Color color)
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{
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return m_DebugDisplaySettings.TryGetScreenClearColor(ref color);
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}
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#endregion
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internal Material ReplacementMaterial => m_ReplacementMaterial;
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internal UniversalRenderPipelineDebugDisplaySettings DebugDisplaySettings => m_DebugDisplaySettings;
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internal RTHandle DebugScreenTextureHandle => m_DebugScreenTextureHandle;
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internal HDRDebugViewPass hdrDebugViewPass => m_HDRDebugViewPass;
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internal bool HDRDebugViewIsActive(ref CameraData cameraData)
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{
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// HDR debug views should only apply to the last camera in the stack
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return DebugDisplaySettings.lightingSettings.hdrDebugMode != HDRDebugMode.None && cameraData.resolveFinalTarget;
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}
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internal bool WriteToDebugScreenTexture(ref CameraData cameraData)
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{
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return HDRDebugViewIsActive(ref cameraData);
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}
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internal bool IsScreenClearNeeded
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{
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get
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{
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Color color = Color.black;
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return TryGetScreenClearColor(ref color);
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}
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}
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internal bool IsRenderPassSupported
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{
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get
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{
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return RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.Overdraw;
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}
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}
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internal DebugHandler(ScriptableRendererData scriptableRendererData)
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{
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Shader debugReplacementShader = scriptableRendererData.debugShaders.debugReplacementPS;
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Shader hdrDebugViewShader = scriptableRendererData.debugShaders.hdrDebugViewPS;
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m_DebugDisplaySettings = UniversalRenderPipelineDebugDisplaySettings.Instance;
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m_ReplacementMaterial = (debugReplacementShader == null) ? null : CoreUtils.CreateEngineMaterial(debugReplacementShader);
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m_HDRDebugViewMaterial = (hdrDebugViewShader == null) ? null : CoreUtils.CreateEngineMaterial(hdrDebugViewShader);
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m_HDRDebugViewPass = new HDRDebugViewPass(m_HDRDebugViewMaterial);
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}
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public void Dispose()
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{
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m_HDRDebugViewPass.Dispose();
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m_DebugScreenTextureHandle?.Release();
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CoreUtils.Destroy(m_HDRDebugViewMaterial);
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CoreUtils.Destroy(m_ReplacementMaterial);
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}
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internal bool IsActiveForCamera(ref CameraData cameraData)
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{
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return !cameraData.isPreviewCamera && AreAnySettingsActive;
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}
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internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode)
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{
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return TryGetFullscreenDebugMode(out debugFullScreenMode, out _);
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}
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internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent)
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{
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debugFullScreenMode = RenderingSettings.fullScreenDebugMode;
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textureHeightPercent = RenderingSettings.fullScreenDebugModeOutputSizeScreenPercent;
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return debugFullScreenMode != DebugFullScreenMode.None;
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}
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internal void BlitTextureToDebugScreenTexture(CommandBuffer cmd, RTHandle sourceTexture, Material material, int passId)
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{
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Vector2 viewportScale = sourceTexture.useScaling ? new Vector2(sourceTexture.rtHandleProperties.rtHandleScale.x, sourceTexture.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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CoreUtils.SetRenderTarget(cmd, m_DebugScreenTextureHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
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Blitter.BlitTexture(cmd, sourceTexture, viewportScale, material, passId);
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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internal void SetupShaderProperties(RasterCommandBuffer cmd, int passIndex = 0)
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{
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if (LightingSettings.lightingDebugMode == DebugLightingMode.ShadowCascades)
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{
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// we disable cubemap reflections, too distracting (in TemplateLWRP for ex.)
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cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
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}
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else
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{
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cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
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}
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switch (RenderingSettings.sceneOverrideMode)
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{
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case DebugSceneOverrideMode.Overdraw:
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{
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// Target texture can contains only a value between 0 and 1
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// So we encode the number of overdraw in the range (0, max displayed overdaw count)
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// The value will be clamped by the GPU driver
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var value = 1 / (float)RenderingSettings.maxOverdrawCount;
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cmd.SetGlobalColor(k_DebugColorPropertyId, new Color(value, value, value, 1));
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break;
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}
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case DebugSceneOverrideMode.Wireframe:
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{
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cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
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break;
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}
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case DebugSceneOverrideMode.SolidWireframe:
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{
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cmd.SetGlobalColor(k_DebugColorPropertyId, (passIndex == 0) ? Color.white : Color.black);
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break;
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}
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case DebugSceneOverrideMode.ShadedWireframe:
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{
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if (passIndex == 0)
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{
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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}
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else if (passIndex == 1)
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{
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cmd.SetGlobalColor(k_DebugColorPropertyId, Color.black);
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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}
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break;
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}
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}
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switch (MaterialSettings.materialValidationMode)
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{
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case DebugMaterialValidationMode.Albedo:
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cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.albedoMinLuminance);
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cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.albedoMaxLuminance);
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cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.albedoSaturationTolerance);
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cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.albedoHueTolerance);
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cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.albedoCompareColor.linear);
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break;
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case DebugMaterialValidationMode.Metallic:
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cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.metallicMinValue);
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cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.metallicMaxValue);
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break;
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}
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}
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internal void SetDebugRenderTarget(RenderTargetIdentifier renderTargetIdentifier, Rect displayRect, bool supportsStereo)
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{
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m_HasDebugRenderTarget = true;
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m_DebugRenderTargetSupportsStereo = supportsStereo;
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m_DebugRenderTargetIdentifier = renderTargetIdentifier;
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m_DebugRenderTargetPixelRect = new Vector4(displayRect.x, displayRect.y, displayRect.width, displayRect.height);
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}
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internal void ResetDebugRenderTarget()
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{
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m_HasDebugRenderTarget = false;
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer cmd, ref CameraData cameraData, bool isFinalPass)
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{
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// Ensure final validation & fullscreen debug modes are only done once in the very final pass, for the last camera on the stack.
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bool isFinal = isFinalPass && cameraData.resolveFinalTarget;
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if (!isFinal)
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{
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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return;
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}
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if (IsActiveForCamera(ref cameraData))
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{
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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}
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else
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{
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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}
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if (m_HasDebugRenderTarget)
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{
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cmd.SetGlobalTexture(m_DebugRenderTargetSupportsStereo ? k_DebugTexturePropertyId : k_DebugTextureNoStereoPropertyId, m_DebugRenderTargetIdentifier);
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cmd.SetGlobalVector(k_DebugTextureDisplayRect, m_DebugRenderTargetPixelRect);
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cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, m_DebugRenderTargetSupportsStereo ? 1 : 0);
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}
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var renderingSettings = m_DebugDisplaySettings.renderingSettings;
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if (renderingSettings.validationMode == DebugValidationMode.HighlightOutsideOfRange)
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{
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cmd.SetGlobalInteger(k_ValidationChannelsId, (int)renderingSettings.validationChannels);
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cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.validationRangeMin);
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cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.validationRangeMax);
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}
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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internal void Setup(ref RenderingData renderingData)
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{
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var cmd = renderingData.commandBuffer;
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ref var cameraData = ref renderingData.cameraData;
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if (IsActiveForCamera(ref cameraData))
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{
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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// Material settings...
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cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)MaterialSettings.materialDebugMode);
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cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)MaterialSettings.vertexAttributeDebugMode);
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cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)MaterialSettings.materialValidationMode);
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// Rendering settings...
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cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)RenderingSettings.mipInfoMode);
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cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)RenderingSettings.sceneOverrideMode);
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cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)RenderingSettings.fullScreenDebugMode);
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cmd.SetGlobalInteger(k_DebugMaxPixelCost, (int)RenderingSettings.maxOverdrawCount);
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cmd.SetGlobalInteger(k_DebugValidationModeId, (int)RenderingSettings.validationMode);
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cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red);
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cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue);
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// Lighting settings...
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cmd.SetGlobalFloat(k_DebugLightingModeId, (int)LightingSettings.lightingDebugMode);
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cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)LightingSettings.lightingFeatureFlags);
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// Set-up any other persistent properties...
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cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red);
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if (HDRDebugViewIsActive(ref cameraData))
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m_HDRDebugViewPass.Setup(LightingSettings.hdrDebugMode);
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}
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else
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{
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY);
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}
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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internal void Render(RenderGraph renderGraph, ref RenderingData renderingData, TextureHandle srcColor, TextureHandle overlayTexture, TextureHandle dstColor)
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{
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ref var cameraData = ref renderingData.cameraData;
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if (IsActiveForCamera(ref cameraData) && HDRDebugViewIsActive(ref cameraData))
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{
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m_HDRDebugViewPass.RenderHDRDebug(renderGraph, ref renderingData, srcColor, overlayTexture, dstColor, LightingSettings.hdrDebugMode);
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}
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}
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#region DebugRendererLists
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internal DebugRendererLists CreateRendererListsWithDebugRenderState(
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ScriptableRenderContext context,
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ref RenderingData renderingData,
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ref DrawingSettings drawingSettings,
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ref FilteringSettings filteringSettings,
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ref RenderStateBlock renderStateBlock)
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{
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DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
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debug.CreateRendererListsWithDebugRenderState(context, ref renderingData, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
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return debug;
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}
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internal DebugRendererLists CreateRendererListsWithDebugRenderState(
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RenderGraph renderGraph,
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ref RenderingData renderingData,
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ref DrawingSettings drawingSettings,
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ref FilteringSettings filteringSettings,
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ref RenderStateBlock renderStateBlock)
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{
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DebugRendererLists debug = new DebugRendererLists(this, filteringSettings);
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debug.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
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return debug;
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}
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#endregion
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}
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internal class DebugRendererLists
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{
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private readonly DebugHandler m_DebugHandler;
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readonly FilteringSettings m_FilteringSettings;
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List<DebugRenderSetup> m_DebugRenderSetups = new List<DebugRenderSetup>(2);
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List<RendererList> m_ActiveDebugRendererList = new List<RendererList>(2);
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List<RendererListHandle> m_ActiveDebugRendererListHdl = new List<RendererListHandle>(2);
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public DebugRendererLists(DebugHandler debugHandler,
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FilteringSettings filteringSettings)
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{
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m_DebugHandler = debugHandler;
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m_FilteringSettings = filteringSettings;
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}
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private void CreateDebugRenderSetups(FilteringSettings filteringSettings)
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{
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var sceneOverrideMode = m_DebugHandler.DebugDisplaySettings.renderingSettings.sceneOverrideMode;
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var numIterations = ((sceneOverrideMode == DebugSceneOverrideMode.SolidWireframe) || (sceneOverrideMode == DebugSceneOverrideMode.ShadedWireframe)) ? 2 : 1;
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for (var i = 0; i < numIterations; i++)
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m_DebugRenderSetups.Add(new DebugRenderSetup(m_DebugHandler, i, filteringSettings));
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}
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void DisposeDebugRenderLists()
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{
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foreach (var debugRenderSetup in m_DebugRenderSetups)
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{
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debugRenderSetup.Dispose();
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}
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m_DebugRenderSetups.Clear();
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m_ActiveDebugRendererList.Clear();
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m_ActiveDebugRendererListHdl.Clear();
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}
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internal void CreateRendererListsWithDebugRenderState(
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ScriptableRenderContext context,
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ref RenderingData renderingData,
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ref DrawingSettings drawingSettings,
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ref FilteringSettings filteringSettings,
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ref RenderStateBlock renderStateBlock)
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{
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CreateDebugRenderSetups(filteringSettings);
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foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
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{
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DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
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RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
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RendererList rendererList = new RendererList();
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RenderingUtils.CreateRendererListWithRenderStateBlock(context, renderingData, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererList);
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m_ActiveDebugRendererList.Add((rendererList));
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}
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}
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internal void CreateRendererListsWithDebugRenderState(
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RenderGraph renderGraph,
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ref RenderingData renderingData,
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ref DrawingSettings drawingSettings,
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ref FilteringSettings filteringSettings,
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ref RenderStateBlock renderStateBlock)
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{
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CreateDebugRenderSetups(filteringSettings);
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foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
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{
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DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(drawingSettings);
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RenderStateBlock debugRenderStateBlock = debugRenderSetup.GetRenderStateBlock(renderStateBlock);
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RendererListHandle rendererListHdl = new RendererListHandle();
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, renderingData, debugDrawingSettings, filteringSettings, debugRenderStateBlock, ref rendererListHdl);
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m_ActiveDebugRendererListHdl.Add((rendererListHdl));
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}
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}
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internal void PrepareRendererListForRasterPass(IRasterRenderGraphBuilder builder)
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{
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foreach (RendererListHandle rendererListHdl in m_ActiveDebugRendererListHdl)
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{
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builder.UseRendererList(rendererListHdl);
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}
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}
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internal void DrawWithRendererList(RasterCommandBuffer cmd)
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{
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foreach (DebugRenderSetup debugRenderSetup in m_DebugRenderSetups)
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{
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debugRenderSetup.Begin(cmd);
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RendererList rendererList = new RendererList();
|
|
if (m_ActiveDebugRendererList.Count > 0)
|
|
{
|
|
rendererList = m_ActiveDebugRendererList[debugRenderSetup.GetIndex()];
|
|
}
|
|
else if(m_ActiveDebugRendererListHdl.Count > 0)
|
|
{
|
|
rendererList = m_ActiveDebugRendererListHdl[debugRenderSetup.GetIndex()];
|
|
}
|
|
|
|
debugRenderSetup.DrawWithRendererList(cmd, ref rendererList);
|
|
debugRenderSetup.End(cmd);
|
|
}
|
|
|
|
DisposeDebugRenderLists();
|
|
}
|
|
}
|
|
}
|