forked from BilalY/Rasagar
109 lines
4.7 KiB
C#
109 lines
4.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using NameAndTooltip = UnityEngine.Rendering.DebugUI.Widget.NameAndTooltip;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Lighting-related Rendering Debugger settings.
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/// </summary>
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public class DebugDisplaySettingsLighting : IDebugDisplaySettingsData
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{
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/// <summary>
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/// Current debug lighting mode.
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/// </summary>
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public DebugLightingMode lightingDebugMode { get; set; }
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/// <summary>
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/// Current debug lighting feature flags mask that allows selective disabling individual lighting components.
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/// </summary>
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public DebugLightingFeatureFlags lightingFeatureFlags { get; set; }
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/// <summary>
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/// Current HDR debug mode.
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/// </summary>
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public HDRDebugMode hdrDebugMode { get; set; }
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static internal class Strings
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{
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public static readonly NameAndTooltip LightingDebugMode = new() { name = "Lighting Debug Mode", tooltip = "Use the drop-down to select which lighting and shadow debug information to overlay on the screen." };
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public static readonly NameAndTooltip LightingFeatures = new() { name = "Lighting Features", tooltip = "Filter and debug selected lighting features in the system." };
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public static readonly NameAndTooltip HDRDebugMode = new() { name = "HDR Debug Mode", tooltip = "Select which HDR brightness debug information to overlay on the screen." };
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}
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internal static class WidgetFactory
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{
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internal static DebugUI.Widget CreateLightingDebugMode(SettingsPanel panel) => new DebugUI.EnumField
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{
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nameAndTooltip = Strings.LightingDebugMode,
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autoEnum = typeof(DebugLightingMode),
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getter = () => (int)panel.data.lightingDebugMode,
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setter = (value) => panel.data.lightingDebugMode = (DebugLightingMode)value,
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getIndex = () => (int)panel.data.lightingDebugMode,
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setIndex = (value) => panel.data.lightingDebugMode = (DebugLightingMode)value
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};
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internal static DebugUI.Widget CreateLightingFeatures(SettingsPanel panel) => new DebugUI.BitField
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{
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nameAndTooltip = Strings.LightingFeatures,
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getter = () => panel.data.lightingFeatureFlags,
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setter = (value) => panel.data.lightingFeatureFlags = (DebugLightingFeatureFlags)value,
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enumType = typeof(DebugLightingFeatureFlags),
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};
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internal static DebugUI.Widget CreateHDRDebugMode(SettingsPanel panel) => new DebugUI.EnumField
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{
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nameAndTooltip = Strings.HDRDebugMode,
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autoEnum = typeof(HDRDebugMode),
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getter = () => (int)panel.data.hdrDebugMode,
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setter = (value) => panel.data.hdrDebugMode = (HDRDebugMode)value,
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getIndex = () => (int)panel.data.hdrDebugMode,
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setIndex = (value) => panel.data.hdrDebugMode = (HDRDebugMode)value
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};
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}
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[DisplayInfo(name = "Lighting", order = 3)]
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internal class SettingsPanel : DebugDisplaySettingsPanel<DebugDisplaySettingsLighting>
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{
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public SettingsPanel(DebugDisplaySettingsLighting data)
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: base(data)
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{
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AddWidget(new DebugUI.RuntimeDebugShadersMessageBox());
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AddWidget(new DebugUI.Foldout
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{
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displayName = "Lighting Debug Modes",
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flags = DebugUI.Flags.FrequentlyUsed,
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isHeader = true,
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opened = true,
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children =
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{
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WidgetFactory.CreateLightingDebugMode(this),
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WidgetFactory.CreateHDRDebugMode(this),
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WidgetFactory.CreateLightingFeatures(this)
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}
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});
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}
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}
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#region IDebugDisplaySettingsData
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/// <inheritdoc/>
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public bool AreAnySettingsActive => (lightingDebugMode != DebugLightingMode.None) || (lightingFeatureFlags != DebugLightingFeatureFlags.None) || (hdrDebugMode != HDRDebugMode.None);
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/// <inheritdoc/>
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public bool IsPostProcessingAllowed => (lightingDebugMode != DebugLightingMode.Reflections && lightingDebugMode != DebugLightingMode.ReflectionsWithSmoothness);
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/// <inheritdoc/>
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public bool IsLightingActive => true;
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/// <inheritdoc/>
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IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel()
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{
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return new SettingsPanel(this);
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}
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#endregion
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}
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}
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