369 lines
12 KiB
C#
369 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// A list of debug overlays.
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/// </summary>
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public enum DebugOverlay
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{
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/// <summary>
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/// No overlay.
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/// </summary>
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None,
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/// <summary>
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/// Displays the depth buffer.
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/// </summary>
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Depth,
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/// <summary>
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/// Displays the screen-space normals buffer.
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/// </summary>
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Normals,
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/// <summary>
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/// Displays the screen-space motion vectors.
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/// </summary>
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MotionVectors,
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/// <summary>
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/// Dims the screen and displays NaN and Inf pixels with a bright pink color.
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/// </summary>
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NANTracker,
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/// <summary>
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/// A color blindness simulator.
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/// </summary>
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ColorBlindnessSimulation,
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/// <summary>
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/// A menu item separator for the inspector. Do not use.
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/// </summary>
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_,
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/// <summary>
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/// Displays the raw ambient occlusion map.
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/// </summary>
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AmbientOcclusion,
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/// <summary>
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/// Displays the bloom buffer.
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/// </summary>
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BloomBuffer,
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/// <summary>
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/// Displays the thresholded buffer used to generate bloom.
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/// </summary>
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BloomThreshold,
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/// <summary>
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/// Displays depth of field helpers.
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/// </summary>
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DepthOfField
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}
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/// <summary>
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/// A list of color blindness types.
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/// </summary>
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public enum ColorBlindnessType
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{
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/// <summary>
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/// Deuteranopia (red-green color blindness).
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/// </summary>
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Deuteranopia,
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/// <summary>
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/// Protanopia (red-green color blindness).
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/// </summary>
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Protanopia,
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/// <summary>
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/// Tritanopia (blue-yellow color blindness).
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/// </summary>
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Tritanopia
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}
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/// <summary>
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/// This class centralizes rendering commands for debug modes.
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/// </summary>
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[Serializable]
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public sealed class PostProcessDebugLayer
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{
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/// <summary>
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/// Light meter renderer.
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/// </summary>
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public LightMeterMonitor lightMeter;
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/// <summary>
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/// Histogram renderer.
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/// </summary>
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public HistogramMonitor histogram;
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/// <summary>
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/// Waveform renderer.
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/// </summary>
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public WaveformMonitor waveform;
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/// <summary>
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/// Vectorscope monitor.
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/// </summary>
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public VectorscopeMonitor vectorscope;
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Dictionary<MonitorType, Monitor> m_Monitors;
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// Current frame size
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int frameWidth;
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int frameHeight;
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/// <summary>
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/// The render target used to render debug overlays in.
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/// </summary>
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public RenderTexture debugOverlayTarget { get; private set; }
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/// <summary>
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/// Returns <c>true</c> if the frame that was just drawn had an active debug overlay.
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/// </summary>
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public bool debugOverlayActive { get; private set; }
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/// <summary>
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/// The debug overlay requested for the current frame. It is reset to <c>None</c> once the
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/// frame has finished rendering.
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/// </summary>
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public DebugOverlay debugOverlay { get; private set; }
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/// <summary>
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/// Debug overlay settings wrapper.
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/// </summary>
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[Serializable]
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public class OverlaySettings
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{
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/// <summary>
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/// Should we remap depth to a linear range?
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/// </summary>
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public bool linearDepth = false;
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/// <summary>
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/// The intensity of motion vector colors.
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/// </summary>
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[Range(0f, 16f)]
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public float motionColorIntensity = 4f;
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/// <summary>
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/// The size of the motion vector grid.
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/// </summary>
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[Range(4, 128)]
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public int motionGridSize = 64;
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/// <summary>
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/// The color blindness type to simulate.
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/// </summary>
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public ColorBlindnessType colorBlindnessType = ColorBlindnessType.Deuteranopia;
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/// <summary>
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/// The strength of the selected color blindness type.
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/// </summary>
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[Range(0f, 1f)]
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public float colorBlindnessStrength = 1f;
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}
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/// <summary>
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/// Debug overlay settings.
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/// </summary>
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public OverlaySettings overlaySettings;
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internal void OnEnable()
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{
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RuntimeUtilities.CreateIfNull(ref lightMeter);
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RuntimeUtilities.CreateIfNull(ref histogram);
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RuntimeUtilities.CreateIfNull(ref waveform);
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RuntimeUtilities.CreateIfNull(ref vectorscope);
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RuntimeUtilities.CreateIfNull(ref overlaySettings);
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m_Monitors = new Dictionary<MonitorType, Monitor>
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{
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{ MonitorType.LightMeter, lightMeter },
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{ MonitorType.Histogram, histogram },
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{ MonitorType.Waveform, waveform },
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{ MonitorType.Vectorscope, vectorscope }
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};
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foreach (var kvp in m_Monitors)
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kvp.Value.OnEnable();
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}
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internal void OnDisable()
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{
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foreach (var kvp in m_Monitors)
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kvp.Value.OnDisable();
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DestroyDebugOverlayTarget();
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}
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void DestroyDebugOverlayTarget()
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{
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RuntimeUtilities.Destroy(debugOverlayTarget);
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debugOverlayTarget = null;
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}
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/// <summary>
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/// Requests the drawing of a monitor for the current frame.
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/// </summary>
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/// <param name="monitor">The monitor to request</param>
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public void RequestMonitorPass(MonitorType monitor)
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{
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m_Monitors[monitor].requested = true;
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}
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/// <summary>
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/// Requests the drawing of a debug overlay for the current frame.
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/// </summary>
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/// <param name="mode">The debug overlay to request</param>
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public void RequestDebugOverlay(DebugOverlay mode)
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{
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debugOverlay = mode;
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}
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// Sets the current frame size - used to make sure the debug overlay target is always the
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// correct size - mostly useful in the editor as the user can easily resize the gameview.
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internal void SetFrameSize(int width, int height)
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{
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frameWidth = width;
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frameHeight = height;
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debugOverlayActive = false;
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}
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/// <summary>
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/// Blit a source render target to the debug overlay target.
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/// </summary>
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/// <param name="cmd">The command buffer to send render commands to</param>
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/// <param name="source">The source target</param>
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/// <param name="sheet">The property sheet to use for the blit</param>
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/// <param name="pass">The pass to use for the property sheet</param>
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public void PushDebugOverlay(CommandBuffer cmd, RenderTargetIdentifier source, PropertySheet sheet, int pass)
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{
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if (debugOverlayTarget == null || !debugOverlayTarget.IsCreated() || debugOverlayTarget.width != frameWidth || debugOverlayTarget.height != frameHeight)
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{
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RuntimeUtilities.Destroy(debugOverlayTarget);
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debugOverlayTarget = new RenderTexture(frameWidth, frameHeight, 0, RenderTextureFormat.ARGB32)
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{
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name = "Debug Overlay Target",
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anisoLevel = 1,
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filterMode = FilterMode.Bilinear,
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wrapMode = TextureWrapMode.Clamp,
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hideFlags = HideFlags.HideAndDontSave
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};
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debugOverlayTarget.Create();
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}
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cmd.BlitFullscreenTriangle(source, debugOverlayTarget, sheet, pass);
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debugOverlayActive = true;
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}
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internal DepthTextureMode GetCameraFlags()
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{
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if (debugOverlay == DebugOverlay.Depth)
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return DepthTextureMode.Depth;
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if (debugOverlay == DebugOverlay.Normals)
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return DepthTextureMode.DepthNormals;
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if (debugOverlay == DebugOverlay.MotionVectors)
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return DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
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return DepthTextureMode.None;
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}
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internal void RenderMonitors(PostProcessRenderContext context)
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{
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// Monitors
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bool anyActive = false;
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bool needsHalfRes = false;
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foreach (var kvp in m_Monitors)
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{
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bool active = kvp.Value.IsRequestedAndSupported(context);
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anyActive |= active;
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needsHalfRes |= active && kvp.Value.NeedsHalfRes();
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}
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if (!anyActive)
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return;
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var cmd = context.command;
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cmd.BeginSample("Monitors");
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if (needsHalfRes)
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{
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cmd.GetTemporaryRT(ShaderIDs.HalfResFinalCopy, context.width / 2, context.height / 2, 0, FilterMode.Bilinear, context.sourceFormat);
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cmd.Blit(context.destination, ShaderIDs.HalfResFinalCopy);
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}
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foreach (var kvp in m_Monitors)
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{
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var monitor = kvp.Value;
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if (monitor.requested)
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monitor.Render(context);
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}
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if (needsHalfRes)
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cmd.ReleaseTemporaryRT(ShaderIDs.HalfResFinalCopy);
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cmd.EndSample("Monitors");
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}
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internal void RenderSpecialOverlays(PostProcessRenderContext context)
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{
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if (debugOverlay == DebugOverlay.Depth)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.linearDepth ? 1f : 0f, 0f, 0f, 0f));
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PushDebugOverlay(context.command, BuiltinRenderTextureType.None, sheet, 0);
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}
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else if (debugOverlay == DebugOverlay.Normals)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
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sheet.ClearKeywords();
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#if !UNITY_2022_1_OR_NEWER
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if (context.camera.actualRenderingPath == RenderingPath.DeferredLighting)
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sheet.EnableKeyword("SOURCE_GBUFFER");
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#endif
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PushDebugOverlay(context.command, BuiltinRenderTextureType.None, sheet, 1);
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}
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else if (debugOverlay == DebugOverlay.MotionVectors)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.motionColorIntensity, overlaySettings.motionGridSize, 0f, 0f));
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PushDebugOverlay(context.command, context.source, sheet, 2);
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}
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else if (debugOverlay == DebugOverlay.NANTracker)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
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PushDebugOverlay(context.command, context.source, sheet, 3);
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}
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else if (debugOverlay == DebugOverlay.ColorBlindnessSimulation)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.debugOverlays);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(overlaySettings.colorBlindnessStrength, 0f, 0f, 0f));
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PushDebugOverlay(context.command, context.source, sheet, 4 + (int)overlaySettings.colorBlindnessType);
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}
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}
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internal void EndFrame()
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{
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foreach (var kvp in m_Monitors)
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kvp.Value.requested = false;
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if (!debugOverlayActive)
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DestroyDebugOverlayTarget();
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debugOverlay = DebugOverlay.None;
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}
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}
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}
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