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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #define TRANSPARENCY_OVERDRAW_COST 1.0
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| #define TRANSPARENCY_OVERDRAW_A 1.0
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| 
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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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| 
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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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| 
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|     return outColor;
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| }
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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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| 
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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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| 
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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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| /*
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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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| /*
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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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| /*
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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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| 
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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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| 
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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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| 
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| TEXTURE2D(_DebugFont); // Debug font to write string in shader
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| 
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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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| 
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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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| /*
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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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| 
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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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| 
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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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| 
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|     fixedUnormCoord.x += fontTextScaleWidth * direction;
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| }
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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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| 
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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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| 
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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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| 
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|     int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
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| 
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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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| 
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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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| 
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|     int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
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| 
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|     return float4(PositivePow(col.rgb, 2.2), opacity * col.a);
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| }
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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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| 
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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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| 
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|     return outColor;
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| }
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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|     return digitMultiplier;
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| }
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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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| 
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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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| 
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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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| 
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|     // Compute bucket index
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|     const real bucket = ceil(bandCoord.x * maxOverdrawCount);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| /// Return the color of the segment.
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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)
 | |
| {
 | |
|     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));
 | |
| 
 | |
|     float lineAlpha = lerp(1.0, 0.0, smoothstep(0.5 * thickness, 1.5 * thickness, h));
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|     return float4(color * lineAlpha, lineAlpha);
 | |
| }
 | |
| 
 | |
| #endif // UNITY_DEBUG_INCLUDED
 |