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