Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs

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2024-08-26 13:07:20 -07:00
using System.Collections.Generic;
using UnityEngine;
using NameAndTooltip = UnityEngine.Rendering.DebugUI.Widget.NameAndTooltip;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Material-related Rendering Debugger settings.
/// </summary>
public class DebugDisplaySettingsMaterial : IDebugDisplaySettingsData
{
#region Material validation
/// <summary>
/// Builtin presets for debug albedo validation.
/// </summary>
public enum AlbedoDebugValidationPreset
{
/// <summary> Use this for default luminance. </summary>
DefaultLuminance,
/// <summary> Use this for black acrylic paint. </summary>
BlackAcrylicPaint,
/// <summary> Use this for dark soil. </summary>
DarkSoil,
/// <summary> Use this for worn asphalt. </summary>
WornAsphalt,
/// <summary> Use this for dry clay soil. </summary>
DryClaySoil,
/// <summary> Use this for green grass. </summary>
GreenGrass,
/// <summary> Use this for old concrete. </summary>
OldConcrete,
/// <summary> Use this for red clay tile. </summary>
RedClayTile,
/// <summary> Use this for dry sand. </summary>
DrySand,
/// <summary> Use this for new concrete. </summary>
NewConcrete,
/// <summary> Use this for white acrylic paint. </summary>
WhiteAcrylicPaint,
/// <summary> Use this for fresh snow. </summary>
FreshSnow,
/// <summary> Use this for blue sky. </summary>
BlueSky,
/// <summary> Use this for foliage. </summary>
Foliage,
/// <summary> Use this for custom. </summary>
Custom
}
struct AlbedoDebugValidationPresetData
{
public string name;
public Color color;
public float minLuminance;
public float maxLuminance;
}
AlbedoDebugValidationPresetData[] m_AlbedoDebugValidationPresetData =
{
new AlbedoDebugValidationPresetData()
{
name = "Default Luminance",
color = new Color(127f / 255f, 127f / 255f, 127f / 255f),
minLuminance = 0.01f,
maxLuminance = 0.90f
},
// colors taken from http://www.babelcolor.com/index_htm_files/ColorChecker_RGB_and_spectra.xls
new AlbedoDebugValidationPresetData()
{
name = "Black Acrylic Paint",
color = new Color(56f / 255f, 56f / 255f, 56f / 255f),
minLuminance = 0.03f,
maxLuminance = 0.07f
},
new AlbedoDebugValidationPresetData()
{
name = "Dark Soil",
color = new Color(85f / 255f, 61f / 255f, 49f / 255f),
minLuminance = 0.05f,
maxLuminance = 0.14f
},
new AlbedoDebugValidationPresetData()
{
name = "Worn Asphalt",
color = new Color(91f / 255f, 91f / 255f, 91f / 255f),
minLuminance = 0.10f,
maxLuminance = 0.15f
},
new AlbedoDebugValidationPresetData()
{
name = "Dry Clay Soil",
color = new Color(137f / 255f, 120f / 255f, 102f / 255f),
minLuminance = 0.15f,
maxLuminance = 0.35f
},
new AlbedoDebugValidationPresetData()
{
name = "Green Grass",
color = new Color(123f / 255f, 131f / 255f, 74f / 255f),
minLuminance = 0.16f,
maxLuminance = 0.26f
},
new AlbedoDebugValidationPresetData()
{
name = "Old Concrete",
color = new Color(135f / 255f, 136f / 255f, 131f / 255f),
minLuminance = 0.17f,
maxLuminance = 0.30f
},
new AlbedoDebugValidationPresetData()
{
name = "Red Clay Tile",
color = new Color(197f / 255f, 125f / 255f, 100f / 255f),
minLuminance = 0.23f,
maxLuminance = 0.33f
},
new AlbedoDebugValidationPresetData()
{
name = "Dry Sand",
color = new Color(177f / 255f, 167f / 255f, 132f / 255f),
minLuminance = 0.20f,
maxLuminance = 0.45f
},
new AlbedoDebugValidationPresetData()
{
name = "New Concrete",
color = new Color(185f / 255f, 182f / 255f, 175f / 255f),
minLuminance = 0.32f,
maxLuminance = 0.55f
},
new AlbedoDebugValidationPresetData()
{
name = "White Acrylic Paint",
color = new Color(227f / 255f, 227f / 255f, 227f / 255f),
minLuminance = 0.75f,
maxLuminance = 0.85f
},
new AlbedoDebugValidationPresetData()
{
name = "Fresh Snow",
color = new Color(243f / 255f, 243f / 255f, 243f / 255f),
minLuminance = 0.85f,
maxLuminance = 0.95f
},
new AlbedoDebugValidationPresetData()
{
name = "Blue Sky",
color = new Color(93f / 255f, 123f / 255f, 157f / 255f),
minLuminance = new Color(93f / 255f, 123f / 255f, 157f / 255f).linear.maxColorComponent - 0.05f,
maxLuminance = new Color(93f / 255f, 123f / 255f, 157f / 255f).linear.maxColorComponent + 0.05f
},
new AlbedoDebugValidationPresetData()
{
name = "Foliage",
color = new Color(91f / 255f, 108f / 255f, 65f / 255f),
minLuminance = new Color(91f / 255f, 108f / 255f, 65f / 255f).linear.maxColorComponent - 0.05f,
maxLuminance = new Color(91f / 255f, 108f / 255f, 65f / 255f).linear.maxColorComponent + 0.05f
},
new AlbedoDebugValidationPresetData()
{
name = "Custom",
color = new Color(127f / 255f, 127f / 255f, 127f / 255f),
minLuminance = 0.01f,
maxLuminance = 0.90f
},
};
AlbedoDebugValidationPreset m_AlbedoValidationPreset;
/// <summary>
/// Current albedo debug validation preset.
/// </summary>
public AlbedoDebugValidationPreset albedoValidationPreset
{
get => m_AlbedoValidationPreset;
set
{
m_AlbedoValidationPreset = value;
AlbedoDebugValidationPresetData presetData = m_AlbedoDebugValidationPresetData[(int)value];
albedoMinLuminance = presetData.minLuminance;
albedoMaxLuminance = presetData.maxLuminance;
albedoCompareColor = presetData.color;
}
}
/// <summary>
/// Current minimum luminance threshold value for albedo validation.
/// Any albedo luminance values below this value will be considered invalid and will appear red on screen.
/// </summary>
public float albedoMinLuminance { get; set; } = 0.01f;
/// <summary>
/// Current maximum luminance threshold value for albedo validation.
/// Any albedo luminance values above this value will be considered invalid and will appear blue on screen.
/// </summary>
public float albedoMaxLuminance { get; set; } = 0.90f;
float m_AlbedoHueTolerance = 0.104f;
/// <summary>
/// Current hue tolerance value for albedo validation.
/// </summary>
public float albedoHueTolerance
{
get => m_AlbedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoHueTolerance;
set => m_AlbedoHueTolerance = value;
}
float m_AlbedoSaturationTolerance = 0.214f;
/// <summary>
/// Current saturation tolerance value for albedo validation.
/// </summary>
public float albedoSaturationTolerance
{
get => m_AlbedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoSaturationTolerance;
set => m_AlbedoSaturationTolerance = value;
}
/// <summary>
/// Current target color value for albedo validation.
/// </summary>
public Color albedoCompareColor { get; set; } = new Color(127f / 255f, 127f / 255f, 127f / 255f, 255f / 255f);
/// <summary>
/// Current minimum threshold value for metallic validation.
/// Any metallic values below this value will be considered invalid and will appear red on screen.
/// </summary>
public float metallicMinValue { get; set; } = 0.0f;
/// <summary>
/// Current maximum threshold value for metallic validation.
/// Any metallic values above this value will be considered invalid and will appear blue on screen.
/// </summary>
public float metallicMaxValue { get; set; } = 0.9f;
/// <summary>
/// Current material validation mode.
/// </summary>
public DebugMaterialValidationMode materialValidationMode { get; set; }
#endregion
/// <summary>
/// Current debug material mode.
/// </summary>
public DebugMaterialMode materialDebugMode { get; set; }
/// <summary>
/// Current debug vertex attribute mode.
/// </summary>
public DebugVertexAttributeMode vertexAttributeDebugMode { get; set; }
static class Strings
{
public const string AlbedoSettingsContainerName = "Albedo Settings";
public const string MetallicSettingsContainerName = "Metallic Settings";
public static readonly NameAndTooltip MaterialOverride = new() { name = "Material Override", tooltip = "Use the drop-down to select a Material property to visualize on every GameObject on screen." };
public static readonly NameAndTooltip VertexAttribute = new() { name = "Vertex Attribute", tooltip = "Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen." };
public static readonly NameAndTooltip MaterialValidationMode = new() { name = "Material Validation Mode", tooltip = "Debug and validate material properties." };
public static readonly NameAndTooltip ValidationPreset = new() { name = "Validation Preset", tooltip = "Validate using a list of preset surfaces and inputs based on real-world surfaces." };
public static readonly NameAndTooltip AlbedoCustomColor = new() { name = "Target Color", tooltip = "Custom target color for albedo validation." };
public static readonly NameAndTooltip AlbedoMinLuminance = new() { name = "Min Luminance", tooltip = "Any values set below this field are invalid and appear red on screen." };
public static readonly NameAndTooltip AlbedoMaxLuminance = new() { name = "Max Luminance", tooltip = "Any values set above this field are invalid and appear blue on screen." };
public static readonly NameAndTooltip AlbedoHueTolerance = new() { name = "Hue Tolerance", tooltip = "Validate a material based on a specific hue." };
public static readonly NameAndTooltip AlbedoSaturationTolerance = new() { name = "Saturation Tolerance", tooltip = "Validate a material based on a specific Saturation." };
public static readonly NameAndTooltip MetallicMinValue = new() { name = "Min Value", tooltip = "Any values set below this field are invalid and appear red on screen." };
public static readonly NameAndTooltip MetallicMaxValue = new() { name = "Max Value", tooltip = "Any values set above this field are invalid and appear blue on screen." };
}
internal static class WidgetFactory
{
internal static DebugUI.Widget CreateMaterialOverride(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.MaterialOverride,
autoEnum = typeof(DebugMaterialMode),
getter = () => (int)panel.data.materialDebugMode,
setter = (value) => panel.data.materialDebugMode = (DebugMaterialMode)value,
getIndex = () => (int)panel.data.materialDebugMode,
setIndex = (value) => panel.data.materialDebugMode = (DebugMaterialMode)value
};
internal static DebugUI.Widget CreateVertexAttribute(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.VertexAttribute,
autoEnum = typeof(DebugVertexAttributeMode),
getter = () => (int)panel.data.vertexAttributeDebugMode,
setter = (value) => panel.data.vertexAttributeDebugMode = (DebugVertexAttributeMode)value,
getIndex = () => (int)panel.data.vertexAttributeDebugMode,
setIndex = (value) => panel.data.vertexAttributeDebugMode = (DebugVertexAttributeMode)value
};
internal static DebugUI.Widget CreateMaterialValidationMode(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.MaterialValidationMode,
autoEnum = typeof(DebugMaterialValidationMode),
getter = () => (int)panel.data.materialValidationMode,
setter = (value) => panel.data.materialValidationMode = (DebugMaterialValidationMode)value,
getIndex = () => (int)panel.data.materialValidationMode,
setIndex = (value) => panel.data.materialValidationMode = (DebugMaterialValidationMode)value,
onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug()
};
internal static DebugUI.Widget CreateAlbedoPreset(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.ValidationPreset,
autoEnum = typeof(AlbedoDebugValidationPreset),
getter = () => (int)panel.data.albedoValidationPreset,
setter = (value) => panel.data.albedoValidationPreset = (AlbedoDebugValidationPreset)value,
getIndex = () => (int)panel.data.albedoValidationPreset,
setIndex = (value) => panel.data.albedoValidationPreset = (AlbedoDebugValidationPreset)value,
onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug()
};
internal static DebugUI.Widget CreateAlbedoCustomColor(SettingsPanel panel) => new DebugUI.ColorField()
{
nameAndTooltip = Strings.AlbedoCustomColor,
getter = () => panel.data.albedoCompareColor,
setter = (value) => panel.data.albedoCompareColor = value,
isHiddenCallback = () => panel.data.albedoValidationPreset != AlbedoDebugValidationPreset.Custom
};
internal static DebugUI.Widget CreateAlbedoMinLuminance(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.AlbedoMinLuminance,
getter = () => panel.data.albedoMinLuminance,
setter = (value) => panel.data.albedoMinLuminance = value,
incStep = 0.01f
};
internal static DebugUI.Widget CreateAlbedoMaxLuminance(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.AlbedoMaxLuminance,
getter = () => panel.data.albedoMaxLuminance,
setter = (value) => panel.data.albedoMaxLuminance = value,
incStep = 0.01f
};
internal static DebugUI.Widget CreateAlbedoHueTolerance(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.AlbedoHueTolerance,
getter = () => panel.data.albedoHueTolerance,
setter = (value) => panel.data.albedoHueTolerance = value,
incStep = 0.01f,
isHiddenCallback = () => panel.data.albedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance
};
internal static DebugUI.Widget CreateAlbedoSaturationTolerance(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.AlbedoSaturationTolerance,
getter = () => panel.data.albedoSaturationTolerance,
setter = (value) => panel.data.albedoSaturationTolerance = value,
incStep = 0.01f,
isHiddenCallback = () => panel.data.albedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance
};
internal static DebugUI.Widget CreateMetallicMinValue(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.MetallicMinValue,
getter = () => panel.data.metallicMinValue,
setter = (value) => panel.data.metallicMinValue = value,
incStep = 0.01f
};
internal static DebugUI.Widget CreateMetallicMaxValue(SettingsPanel panel) => new DebugUI.FloatField
{
nameAndTooltip = Strings.MetallicMaxValue,
getter = () => panel.data.metallicMaxValue,
setter = (value) => panel.data.metallicMaxValue = value,
incStep = 0.01f
};
}
[DisplayInfo(name = "Material", order = 2)]
internal class SettingsPanel : DebugDisplaySettingsPanel<DebugDisplaySettingsMaterial>
{
public SettingsPanel(DebugDisplaySettingsMaterial data)
: base(data)
{
AddWidget(new DebugUI.RuntimeDebugShadersMessageBox());
AddWidget(new DebugUI.Foldout
{
displayName = "Material Filters",
flags = DebugUI.Flags.FrequentlyUsed,
isHeader = true,
opened = true,
children =
{
WidgetFactory.CreateMaterialOverride(this),
WidgetFactory.CreateVertexAttribute(this)
}
});
AddWidget(new DebugUI.Foldout
{
displayName = "Material Validation",
isHeader = true,
opened = true,
children =
{
WidgetFactory.CreateMaterialValidationMode(this),
new DebugUI.Container()
{
displayName = Strings.AlbedoSettingsContainerName,
isHiddenCallback = () => data.materialValidationMode != DebugMaterialValidationMode.Albedo,
children =
{
WidgetFactory.CreateAlbedoPreset(this),
WidgetFactory.CreateAlbedoCustomColor(this),
WidgetFactory.CreateAlbedoMinLuminance(this),
WidgetFactory.CreateAlbedoMaxLuminance(this),
WidgetFactory.CreateAlbedoHueTolerance(this),
WidgetFactory.CreateAlbedoSaturationTolerance(this)
}
},
new DebugUI.Container()
{
displayName = Strings.MetallicSettingsContainerName,
isHiddenCallback = () => data.materialValidationMode != DebugMaterialValidationMode.Metallic,
children =
{
WidgetFactory.CreateMetallicMinValue(this),
WidgetFactory.CreateMetallicMaxValue(this)
}
}
}
});
}
}
#region IDebugDisplaySettingsQuery
/// <inheritdoc/>
public bool AreAnySettingsActive =>
(materialDebugMode != DebugMaterialMode.None) ||
(vertexAttributeDebugMode != DebugVertexAttributeMode.None) ||
(materialValidationMode != DebugMaterialValidationMode.None);
/// <inheritdoc/>
public bool IsPostProcessingAllowed => !AreAnySettingsActive;
/// <inheritdoc/>
public bool IsLightingActive => !AreAnySettingsActive;
/// <inheritdoc/>
IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel()
{
return new SettingsPanel(this);
}
#endregion
}
}