Rasagar/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl

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#ifndef UNITY_DEBUG_INCLUDED
#define UNITY_DEBUG_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl"
// UX-verified colorblind-optimized debug colors, listed in order of increasing perceived "hotness"
#define DEBUG_COLORS_COUNT 12
#define kDebugColorBlack float4(0.0 / 255.0, 0.0 / 255.0, 0.0 / 255.0, 1.0) // #000000
#define kDebugColorLightPurple float4(166.0 / 255.0, 70.0 / 255.0, 242.0 / 255.0, 1.0) // #A646F2
#define kDebugColorDeepBlue float4(0.0 / 255.0, 26.0 / 255.0, 221.0 / 255.0, 1.0) // #001ADD
#define kDebugColorSkyBlue float4(65.0 / 255.0, 152.0 / 255.0, 224.0 / 255.0, 1.0) // #4198E0
#define kDebugColorLightBlue float4(158.0 / 255.0, 228.0 / 255.0, 251.0 / 255.0, 1.0) // #1A1D21
#define kDebugColorTeal float4(56.0 / 255.0, 243.0 / 255.0, 176.0 / 255.0, 1.0) // #38F3B0
#define kDebugColorBrightGreen float4(168.0 / 255.0, 238.0 / 255.0, 46.0 / 255.0, 1.0) // #A8EE2E
#define kDebugColorBrightYellow float4(255.0 / 255.0, 253.0 / 255.0, 76.0 / 255.0, 1.0) // #FFFD4C
#define kDebugColorDarkYellow float4(255.0 / 255.0, 214.0 / 255.0, 0.0 / 255.0, 1.0) // #FFD600
#define kDebugColorOrange float4(253.0 / 255.0, 152.0 / 255.0, 0.0 / 255.0, 1.0) // #FD9800
#define kDebugColorBrightRed float4(255.0 / 255.0, 67.0 / 255.0, 51.0 / 255.0, 1.0) // #FF4333
#define kDebugColorDarkRed float4(132.0 / 255.0, 10.0 / 255.0, 54.0 / 255.0, 1.0) // #840A36
// Shadow cascade debug colors. Keep in sync with the ones in ShadowCascadeGUI.cs.
// Note: These colors are not 1:1 match to editor UI, in order to provide better contrast in the viewport.
#define kDebugColorShadowCascade0 float4(0.4, 0.4, 0.9, 1.0)
#define kDebugColorShadowCascade1 float4(0.4, 0.9, 0.4, 1.0)
#define kDebugColorShadowCascade2 float4(0.9, 0.9, 0.4, 1.0)
#define kDebugColorShadowCascade3 float4(0.9, 0.4, 0.4, 1.0)
// UX-verified colorblind-optimized "heat color gradient"
static const float4 kDebugColorGradient[DEBUG_COLORS_COUNT] = { kDebugColorBlack, kDebugColorLightPurple, kDebugColorDeepBlue,
kDebugColorSkyBlue, kDebugColorLightBlue, kDebugColorTeal, kDebugColorBrightGreen, kDebugColorBrightYellow,
kDebugColorDarkYellow, kDebugColorOrange, kDebugColorBrightRed, kDebugColorDarkRed };
#define TRANSPARENCY_OVERDRAW_COST 1.0
#define TRANSPARENCY_OVERDRAW_A 1.0
// Given an enum (represented by an int here), return a color.
// Use for DebugView of enum
real3 GetIndexColor(int index)
{
real3 outColor = real3(1.0, 0.0, 0.0);
if (index == 0)
outColor = real3(1.0, 0.5, 0.5);
else if (index == 1)
outColor = real3(0.5, 1.0, 0.5);
else if (index == 2)
outColor = real3(0.5, 0.5, 1.0);
else if (index == 3)
outColor = real3(1.0, 1.0, 0.5);
else if (index == 4)
outColor = real3(1.0, 0.5, 1.0);
else if (index == 5)
outColor = real3(0.5, 1.0, 1.0);
else if (index == 6)
outColor = real3(0.25, 0.75, 1.0);
else if (index == 7)
outColor = real3(1.0, 0.75, 0.25);
else if (index == 8)
outColor = real3(0.75, 1.0, 0.25);
else if (index == 9)
outColor = real3(0.75, 0.25, 1.0);
else if (index == 10)
outColor = real3(0.25, 1.0, 0.75);
else if (index == 11)
outColor = real3(0.75, 0.75, 0.25);
else if (index == 12)
outColor = real3(0.75, 0.25, 0.75);
else if (index == 13)
outColor = real3(0.25, 0.75, 0.75);
else if (index == 14)
outColor = real3(0.25, 0.25, 0.75);
else if (index == 15)
outColor = real3(0.75, 0.25, 0.25);
return outColor;
}
#define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24))
#define _ 0
#define x 1
const static uint kFontData[9][2] = {
{ PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) },
{ PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) },
{ PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) },
{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) },
{ PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) },
{ PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) },
{ PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) }
};
#undef _
#undef x
#undef PACK_BITS25
bool SampleDebugFont(int2 pixCoord, uint digit)
{
if (pixCoord.x < 0 || pixCoord.y < 0 || pixCoord.x >= 5 || pixCoord.y >= 9 || digit > 9)
return false;
return (kFontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1;
}
/*
* Sample up to 2 digits of a number. (Excluding leading zeroes)
*
* Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
* See SampleDebugFontNumberAllDigits to sample all digits.
*
* @param pixCoord: pixel coordinate of the number sample
* @param number: number to sample
* @return true when the pixel is a pixel of a digit.
*/
bool SampleDebugFontNumber2Digits(int2 pixCoord, uint number)
{
pixCoord.y -= 4;
if (number <= 9)
{
return SampleDebugFont(pixCoord - int2(6, 0), number);
}
else
{
return (SampleDebugFont(pixCoord, number / 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10));
}
}
/*
* Sample up to 3 digits of a number. (Excluding leading zeroes)
*
* Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
* See SampleDebugFontNumberAllDigits to sample all digits.
*
* @param pixCoord: pixel coordinate of the number sample
* @param number: number to sample
* @return true when the pixel is a pixel of a digit.
*/
bool SampleDebugFontNumber3Digits(int2 pixCoord, uint number)
{
pixCoord.y -= 4;
if (number <= 9)
{
return SampleDebugFont(pixCoord - int2(6, 0), number);
}
else if (number <= 99)
{
return (SampleDebugFont(pixCoord, (number / 10) % 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10));
}
else
{
return (SampleDebugFont(pixCoord, (number / 100)) | SampleDebugFont(pixCoord - int2(4, 0),(number / 10) % 10) | SampleDebugFont(pixCoord - int2(8, 0),(number / 10) % 10) );
}
}
/*
* Sample all digits of a number. (Excluding leading zeroes)
*
* Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
* See SampleDebugFontNumber2Digits for a faster version supporting only 2 digits.
*
* @param pixCoord: pixel coordinate of the number sample
* @param number: number to sample
* @return true when the pixel is a pixel of a digit.
*/
bool SampleDebugFontNumberAllDigits(int2 pixCoord, uint number)
{
const int digitCount = (int)max(1u, uint(log10(number)) + 1u);
pixCoord.y -= 4;
int2 offset = int2(6 * digitCount, 0);
uint current = number;
for (int i = 0; i < digitCount; ++i)
{
if (SampleDebugFont(pixCoord - offset, current % 10))
return true;
current /= 10;
offset -= int2(6, 0);
}
return false;
}
TEXTURE2D(_DebugFont); // Debug font to write string in shader
// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
#define DEBUG_FONT_TEXT_WIDTH 16
#define DEBUG_FONT_TEXT_HEIGHT 16
#define DEBUG_FONT_TEXT_COUNT_X 16
#define DEBUG_FONT_TEXT_COUNT_Y 8
#define DEBUG_FONT_TEXT_ASCII_START 32
#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
/*
* Draw a character
*
* Note: Only supports ASCII symbols from DEBUG_FONT_TEXT_ASCII_START to 126
*
* @param asciiValue: actual character we want to draw
* @param fontColor: color of the font to use
* @param currentUnormCoord: current unnormalized screen position
* @param fixedUnormCoord: position where we want to draw a character (will be incremented by the provided `fontTextScaleWidth` in provided `direction`)
* @param color: current screen color
* @param direction: direction to draw a string (1 = left to right, -1 = right to left), so it determines the direction in which `fixedUnormCoord` will shift
* @param fontTextScaleWidth: spacing between characters, so the amount by which `fixedUnormCoord` will shift
* @return void, blends in `fontColor` into the `color` parameter if we hit font character
*/
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction, int fontTextScaleWidth)
{
// Are we inside a font display block on the screen ?
uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
{
localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
// Unorm coordinate inside the font texture
uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
// normalized coordinate
float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
normTexCoord.y = 1.0 - normTexCoord.y;
float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, sampler_PointClamp, normTexCoord, 0).r;
color = color * (1.0 - charColor) + charColor * fontColor;
}
fixedUnormCoord.x += fontTextScaleWidth * direction;
}
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
{
DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, direction, DEBUG_FONT_TEXT_SCALE_WIDTH);
}
// Shortcut to not have to file direction
void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
{
DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
}
// Draws a heatmap with numbered tiles, with increasingly "hot" background colors depending on n,
// where values at or above maxN receive strong red background color.
float4 OverlayHeatMap(uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity)
{
int colorIndex = 1 + (int)floor(10 * (log2((float)n + 0.1f) / log2(float(maxN))));
colorIndex = clamp(colorIndex, 0, DEBUG_COLORS_COUNT-1);
float4 col = kDebugColorGradient[colorIndex];
int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
float4 color = float4(PositivePow(col.rgb, 2.2), opacity * col.a);
if (n >= 0)
{
if (SampleDebugFontNumber3Digits(coord, n)) // Shadow
color = float4(0, 0, 0, 1);
if (SampleDebugFontNumber3Digits(coord + 1, n)) // Text
color = float4(1, 1, 1, 1);
}
return color;
}
// Draws a heatmap with numbered tiles, with increasingly "hot" background colors depending on n,
// where values at or above maxN receive strong red background color.
float4 OverlayHeatMapNoNumber(uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity)
{
int colorIndex = 1 + (int)floor(10 * (log2((float)n + 0.1f) / log2(float(maxN))));
colorIndex = clamp(colorIndex, 0, DEBUG_COLORS_COUNT-1);
float4 col = kDebugColorGradient[colorIndex];
int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
return float4(PositivePow(col.rgb, 2.2), opacity * col.a);
}
// Convert an arbitrary range to color base on threshold provide to the function, threshold must be in growing order
real3 GetColorCodeFunction(real value, real4 threshold)
{
const real3 red = { 1.0, 0.0, 0.0 };
const real3 lightGreen = { 0.5, 1.0, 0.5 };
const real3 darkGreen = { 0.1, 1.0, 0.1 };
const real3 yellow = { 1.0, 1.0, 0.0 };
real3 outColor = red;
if (value < threshold[0])
{
outColor = red;
}
else if (value >= threshold[0] && value < threshold[1])
{
real scale = (value - threshold[0]) / (threshold[1] - threshold[0]);
outColor = lerp(red, darkGreen, scale);
}
else if (value >= threshold[1] && value < threshold[2])
{
real scale = (value - threshold[1]) / (threshold[2] - threshold[1]);
outColor = lerp(darkGreen, lightGreen, scale);
}
else if (value >= threshold[2] && value < threshold[3])
{
real scale = (value - threshold[2]) / (threshold[2] - threshold[2]);
outColor = lerp(lightGreen, yellow, scale);
}
else
{
outColor = yellow;
}
return outColor;
}
/// Return the color of the overdraw debug.
///
/// The color will go from
/// (cheap) dark blue -> red -> violet -> white (expensive)
///
/// * overdrawCount: the number of overdraw
/// * maxOverdrawCount: the maximum number of overdraw.
/// if the overdrawCount is above, the most expensive color is returned.
real3 GetOverdrawColor(real overdrawCount, real maxOverdrawCount)
{
if (overdrawCount < 0.01)
return real3(0, 0, 0);
// cheapest hue
const float initialHue = 240;
// most expensive hue is initialHue - deltaHue
const float deltaHue = 20;
// the value in % of budget where we start to remove saturation
const float xLight = 0.95;
// minimum hue
const float minHue = deltaHue - 360 + initialHue;
// budget value of a single draw
const float xCostOne = 1.0 / maxOverdrawCount;
// current budget value
const float x = saturate(overdrawCount / maxOverdrawCount);
float hue = fmod(max(min((x - xCostOne) * (deltaHue - 360) * (1.0 / (xLight - xCostOne)) + initialHue, initialHue), minHue), 360)/360.0;
float saturation = min(max((-1.0/(1 - xLight)) * (x - xLight), 0), 1);
return HsvToRgb(real3(hue, saturation, 1.0));
}
uint OverdrawLegendBucketInterval(uint maxOverdrawCount)
{
if (maxOverdrawCount <= 10)
return 1;
if (maxOverdrawCount <= 50)
return 5;
if (maxOverdrawCount <= 100)
return 10;
const uint digitCount = floor(log10(maxOverdrawCount));
const uint digitMultiplier = pow(10, digitCount);
const uint biggestDigit = floor(maxOverdrawCount/digitMultiplier);
if (biggestDigit < 5)
return pow(10, digitCount - 1) * 5;
return digitMultiplier;
}
/// Return the color of the overdraw debug legend.
///
/// It will draw a bar with all the color buckets of the overdraw debug
///
/// * texcoord: the texture coordinate of the pixel to draw
/// * maxOverdrawCount: the maximum number of overdraw.
/// * screenSize: screen size (w, h, 1/w, 1/h).
/// * defaultColor: the default color used for other areas
void DrawOverdrawLegend(real2 texCoord, real maxOverdrawCount, real4 screenSize, inout real3 color)
{
// Band parameters
// Position of the band (fixed x, fixed y, rel x, rel y)
const real4 bandPosition = real4(20, 20, 0, 0);
// Position of the band labels (fixed x, fixed y, rel x, rel y)
const real4 bandLabelPosition = real4(20, 50, 0, 0);
// Size of the band (fixed x, fixed y, rel x, rel y)
const real4 bandSize = real4(-bandPosition.x * 2, 20, 1, 0);
// Thickness of the band (fixed x, fixed y, rel x, rel y)
const real4 bandBorderThickness = real4(4, 4, 0, 0);
// Compute UVs
const real2 bandPositionUV = bandPosition.xy * screenSize.zw + bandPosition.zw;
const real2 bandLabelPositionUV = bandLabelPosition.xy * screenSize.zw + bandLabelPosition.zw;
const real2 bandSizeUV = bandSize.xy * screenSize.zw + bandSize.zw;
const real4 bandBorderPosition = bandPosition - bandBorderThickness;
const real4 bandBorderSize = bandSize + 2 * bandBorderThickness;
const real2 bandBorderPositionUV = bandBorderPosition.xy * screenSize.zw + bandBorderPosition.zw;
const real2 bandBorderSizeUV = bandBorderSize.xy * screenSize.zw + bandBorderSize.zw;
// Transform coordinate
const real2 bandBorderCoord = (texCoord - bandBorderPositionUV) / bandBorderSizeUV;
const real2 bandCoord = (texCoord - bandPositionUV) / bandSizeUV;
// Compute bucket index
const real bucket = ceil(bandCoord.x * maxOverdrawCount);
// Assign color when relevant
// Band border
if (all(bandBorderCoord >= 0) && all(bandBorderCoord <= 1))
color = real3(0.1, 0.1, 0.1);
// Band color
if (all(bandCoord >= 0) && all(bandCoord <= 1))
color = GetOverdrawColor(bucket, maxOverdrawCount);
// Bucket label
if (0 < bucket && bucket <= maxOverdrawCount)
{
const uint bucketInterval = OverdrawLegendBucketInterval(maxOverdrawCount);
const uint bucketLabelIndex = (uint(bucket) / bucketInterval) * bucketInterval;
const real2 labelStartCoord = real2(
bandLabelPositionUV.x + (bucketLabelIndex - 1) * (bandSizeUV.x / maxOverdrawCount),
bandLabelPositionUV.y
);
const uint2 pixCoord = uint2((texCoord - labelStartCoord) * screenSize.xy);
if (SampleDebugFontNumberAllDigits(pixCoord, bucketLabelIndex))
color = real3(1, 1, 1);
}
}
// Returns the barycentric coordinates of a point p in a triangle defined by the vertices a, b, and c
float3 GetBarycentricCoord(float2 p, float2 a, float2 b, float2 c)
{
float2 v0 = b - a;
float2 v1 = c - a;
float2 v2 = p - a;
float d00 = dot(v0, v0);
float d01 = dot(v0, v1);
float d11 = dot(v1, v1);
float d20 = dot(v2, v0);
float d21 = dot(v2, v1);
float denom = d00 * d11 - d01 * d01;
float3 bary = 0;
bary.y = (d11 * d20 - d01 * d21) / denom;
bary.z = (d00 * d21 - d01 * d20) / denom;
bary.x = 1.0f - bary.y - bary.z;
return bary;
}
// Returns whether a point p is part of a triangle defined by the vertices a, b, and c
bool IsPointInTriangle(float2 p, float2 a, float2 b, float2 c)
{
float3 bar = GetBarycentricCoord(p, a, b, c);
return (bar.x >= 0 && bar.x <= 1 && bar.y >= 0 && bar.y <= 1 && (bar.x + bar.y) <= 1);
}
/// Return the color of the segment.
///
/// It will draw a line between the given points with the given appearance (thickness and color).
///
/// * texcoord: the texture coordinate of the pixel to draw
/// * p1: coordinates of the line start
/// * p2: coordinates of the line end
/// * thickness: how thick the line should be
/// * color: color of the line
float4 DrawSegment(float2 texcoord, float2 p1, float2 p2, float thickness, float3 color)
{
float a = abs(distance(p1, texcoord));
float b = abs(distance(p2, texcoord));
float c = abs(distance(p1, p2));
if (a >= c || b >= c) return 0;
float p = (a + b + c) * 0.5;
float h = 2 / c * sqrt(p * (p - a) * (p - b) * (p - c));
float lineAlpha = lerp(1.0, 0.0, smoothstep(0.5 * thickness, 1.5 * thickness, h));
return float4(color * lineAlpha, lineAlpha);
}
#endif // UNITY_DEBUG_INCLUDED