#ifndef UNITY_DEBUG_INCLUDED #define UNITY_DEBUG_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" // UX-verified colorblind-optimized debug colors, listed in order of increasing perceived "hotness" #define DEBUG_COLORS_COUNT 12 #define kDebugColorBlack float4(0.0 / 255.0, 0.0 / 255.0, 0.0 / 255.0, 1.0) // #000000 #define kDebugColorLightPurple float4(166.0 / 255.0, 70.0 / 255.0, 242.0 / 255.0, 1.0) // #A646F2 #define kDebugColorDeepBlue float4(0.0 / 255.0, 26.0 / 255.0, 221.0 / 255.0, 1.0) // #001ADD #define kDebugColorSkyBlue float4(65.0 / 255.0, 152.0 / 255.0, 224.0 / 255.0, 1.0) // #4198E0 #define kDebugColorLightBlue float4(158.0 / 255.0, 228.0 / 255.0, 251.0 / 255.0, 1.0) // #1A1D21 #define kDebugColorTeal float4(56.0 / 255.0, 243.0 / 255.0, 176.0 / 255.0, 1.0) // #38F3B0 #define kDebugColorBrightGreen float4(168.0 / 255.0, 238.0 / 255.0, 46.0 / 255.0, 1.0) // #A8EE2E #define kDebugColorBrightYellow float4(255.0 / 255.0, 253.0 / 255.0, 76.0 / 255.0, 1.0) // #FFFD4C #define kDebugColorDarkYellow float4(255.0 / 255.0, 214.0 / 255.0, 0.0 / 255.0, 1.0) // #FFD600 #define kDebugColorOrange float4(253.0 / 255.0, 152.0 / 255.0, 0.0 / 255.0, 1.0) // #FD9800 #define kDebugColorBrightRed float4(255.0 / 255.0, 67.0 / 255.0, 51.0 / 255.0, 1.0) // #FF4333 #define kDebugColorDarkRed float4(132.0 / 255.0, 10.0 / 255.0, 54.0 / 255.0, 1.0) // #840A36 // Shadow cascade debug colors. Keep in sync with the ones in ShadowCascadeGUI.cs. // Note: These colors are not 1:1 match to editor UI, in order to provide better contrast in the viewport. #define kDebugColorShadowCascade0 float4(0.4, 0.4, 0.9, 1.0) #define kDebugColorShadowCascade1 float4(0.4, 0.9, 0.4, 1.0) #define kDebugColorShadowCascade2 float4(0.9, 0.9, 0.4, 1.0) #define kDebugColorShadowCascade3 float4(0.9, 0.4, 0.4, 1.0) // UX-verified colorblind-optimized "heat color gradient" static const float4 kDebugColorGradient[DEBUG_COLORS_COUNT] = { kDebugColorBlack, kDebugColorLightPurple, kDebugColorDeepBlue, kDebugColorSkyBlue, kDebugColorLightBlue, kDebugColorTeal, kDebugColorBrightGreen, kDebugColorBrightYellow, kDebugColorDarkYellow, kDebugColorOrange, kDebugColorBrightRed, kDebugColorDarkRed }; #define TRANSPARENCY_OVERDRAW_COST 1.0 #define TRANSPARENCY_OVERDRAW_A 1.0 // Given an enum (represented by an int here), return a color. // Use for DebugView of enum real3 GetIndexColor(int index) { real3 outColor = real3(1.0, 0.0, 0.0); if (index == 0) outColor = real3(1.0, 0.5, 0.5); else if (index == 1) outColor = real3(0.5, 1.0, 0.5); else if (index == 2) outColor = real3(0.5, 0.5, 1.0); else if (index == 3) outColor = real3(1.0, 1.0, 0.5); else if (index == 4) outColor = real3(1.0, 0.5, 1.0); else if (index == 5) outColor = real3(0.5, 1.0, 1.0); else if (index == 6) outColor = real3(0.25, 0.75, 1.0); else if (index == 7) outColor = real3(1.0, 0.75, 0.25); else if (index == 8) outColor = real3(0.75, 1.0, 0.25); else if (index == 9) outColor = real3(0.75, 0.25, 1.0); else if (index == 10) outColor = real3(0.25, 1.0, 0.75); else if (index == 11) outColor = real3(0.75, 0.75, 0.25); else if (index == 12) outColor = real3(0.75, 0.25, 0.75); else if (index == 13) outColor = real3(0.25, 0.75, 0.75); else if (index == 14) outColor = real3(0.25, 0.25, 0.75); else if (index == 15) outColor = real3(0.75, 0.25, 0.25); return outColor; } bool SampleDebugFont(int2 pixCoord, uint digit) { if (pixCoord.x < 0 || pixCoord.y < 0 || pixCoord.x >= 5 || pixCoord.y >= 9 || digit > 9) return false; #define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24)) #define _ 0 #define x 1 uint fontData[9][2] = { { PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) }, { PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) }, { PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) }, { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) }, { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) }, { PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) }, { PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) } }; #undef _ #undef x #undef PACK_BITS25 return (fontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1; } /* * Sample up to 2 digits of a number. (Excluding leading zeroes) * * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel * See SampleDebugFontNumberAllDigits to sample all digits. * * @param pixCoord: pixel coordinate of the number sample * @param number: number to sample * @return true when the pixel is a pixel of a digit. */ bool SampleDebugFontNumber2Digits(int2 pixCoord, uint number) { pixCoord.y -= 4; if (number <= 9) { return SampleDebugFont(pixCoord - int2(6, 0), number); } else { return (SampleDebugFont(pixCoord, number / 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10)); } } /* * Sample up to 3 digits of a number. (Excluding leading zeroes) * * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel * See SampleDebugFontNumberAllDigits to sample all digits. * * @param pixCoord: pixel coordinate of the number sample * @param number: number to sample * @return true when the pixel is a pixel of a digit. */ bool SampleDebugFontNumber3Digits(int2 pixCoord, uint number) { pixCoord.y -= 4; if (number <= 9) { return SampleDebugFont(pixCoord - int2(6, 0), number); } else if (number <= 99) { return (SampleDebugFont(pixCoord, (number / 10) % 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10)); } else { return (SampleDebugFont(pixCoord, (number / 100)) | SampleDebugFont(pixCoord - int2(4, 0),(number / 10) % 10) | SampleDebugFont(pixCoord - int2(8, 0),(number / 10) % 10) ); } } /* * Sample all digits of a number. (Excluding leading zeroes) * * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel * See SampleDebugFontNumber2Digits for a faster version supporting only 2 digits. * * @param pixCoord: pixel coordinate of the number sample * @param number: number to sample * @return true when the pixel is a pixel of a digit. */ bool SampleDebugFontNumberAllDigits(int2 pixCoord, uint number) { const int digitCount = (int)max(1u, uint(log10(number)) + 1u); pixCoord.y -= 4; int2 offset = int2(6 * digitCount, 0); uint current = number; for (int i = 0; i < digitCount; ++i) { if (SampleDebugFont(pixCoord - offset, current % 10)) return true; current /= 10; offset -= int2(6, 0); } return false; } // Draws a heatmap with numbered tiles, with increasingly "hot" background colors depending on n, // where values at or above maxN receive strong red background color. float4 OverlayHeatMap(uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity) { int colorIndex = 1 + (int)floor(10 * (log2((float)n + 0.1f) / log2(float(maxN)))); colorIndex = clamp(colorIndex, 0, DEBUG_COLORS_COUNT-1); float4 col = kDebugColorGradient[colorIndex]; int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3); float4 color = float4(PositivePow(col.rgb, 2.2), opacity * col.a); if (n >= 0) { if (SampleDebugFontNumber3Digits(coord, n)) // Shadow color = float4(0, 0, 0, 1); if (SampleDebugFontNumber3Digits(coord + 1, n)) // Text color = float4(1, 1, 1, 1); } return color; } float4 GetStreamingMipColor(uint mipCount, float4 mipInfo) { // alpha is amount to blend with source color (0.0 = use original, 1.0 = use new color) // mipInfo : // x = quality setings minStreamingMipLevel // y = original mip count for texture // z = desired on screen mip level // w = 0 uint originalTextureMipCount = uint(mipInfo.y); // If material/shader mip info (original mip level) has not been set its not a streamed texture if (originalTextureMipCount == 0) return float4(1.0, 1.0, 1.0, 0.0); uint desiredMipLevel = uint(mipInfo.z); uint mipCountDesired = uint(originalTextureMipCount)-uint(desiredMipLevel); if (mipCount == 0) { // Magenta if mip count invalid return float4(1.0, 0.0, 1.0, 1.0); } else if (mipCount < mipCountDesired) { // red tones when not at the desired mip level (reduction due to budget). Brighter is further from original, alpha 0 when at desired float ratioToDesired = float(mipCount) / float(mipCountDesired); return float4(1.0, 0.0, 0.0, 1.0 - ratioToDesired); } else if (mipCount >= originalTextureMipCount) { // original color when at (or beyond) original mip count return float4(1.0, 1.0, 1.0, 0.0); } else { // green tones when not at the original mip level. Brighter is closer to original, alpha 0 when at original float ratioToOriginal = float(mipCount) / float(originalTextureMipCount); return float4(0.0, 1.0, 0.0, 1.0 - ratioToOriginal); } } float4 GetSimpleMipCountColor(uint mipCount) { // Grey scale for mip counts where mip count of 14 = white float mipCountColor = float(mipCount) / 14.0; float4 color = float4(mipCountColor, mipCountColor, mipCountColor, 1.0f); // alpha is amount to blend with source color (0.0 = use original, 1.0 = use new color) // Magenta is no valid mip count // Red if greater than 14 return mipCount==0 ? float4(1.0, 0.0, 1.0, 1.0) : (mipCount > 14 ? float4(1.0, 0.0, 0.0, 1.0) : color ); } float4 GetMipLevelColor(float2 uv, float4 texelSize) { // Push down into colors list to "optimal level" in following table. // .zw is texture width,height so *2 is down one mip, *4 is down two mips texelSize.zw *= 4.0; float mipLevel = ComputeTextureLOD(uv, texelSize.wz); mipLevel = clamp(mipLevel, 0.0, 5.0 - 0.0001); float4 colors[6] = { float4(0.0, 0.0, 1.0, 0.8), // 0 BLUE = too little texture detail float4(0.0, 0.5, 1.0, 0.4), // 1 float4(1.0, 1.0, 1.0, 0.0), // 2 = optimal level float4(1.0, 0.7, 0.0, 0.2), // 3 (YELLOW tint) float4(1.0, 0.3, 0.0, 0.6), // 4 (clamped mipLevel 4.9999) float4(1.0, 0.0, 0.0, 0.8) // 5 RED = too much texture detail (max blended value) }; int mipLevelInt = floor(mipLevel); float t = frac(mipLevel); float4 a = colors[mipLevelInt]; float4 b = colors[mipLevelInt + 1]; float4 color = lerp(a, b, t); return color; } float3 GetDebugMipColor(float3 originalColor, float4 texelSize, float2 uv) { // https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/ float4 mipColor = GetMipLevelColor(uv, texelSize); return lerp(originalColor, mipColor.rgb, mipColor.a); } float3 GetDebugMipCountColor(float3 originalColor, uint mipCount) { float4 mipColor = GetSimpleMipCountColor(mipCount); return lerp(originalColor, mipColor.rgb, mipColor.a); } float3 GetDebugStreamingMipColor(uint mipCount, float4 mipInfo) { return GetStreamingMipColor(mipCount, mipInfo).xyz; } float3 GetDebugStreamingMipColorBlended(float3 originalColor, uint mipCount, float4 mipInfo) { float4 mipColor = GetStreamingMipColor(mipCount, mipInfo); return lerp(originalColor, mipColor.rgb, mipColor.a); } float3 GetDebugMipColorIncludingMipReduction(float3 originalColor, uint mipCount, float4 texelSize, float2 uv, float4 mipInfo) { uint originalTextureMipCount = uint(mipInfo.y); if (originalTextureMipCount != 0) { // mipInfo : // x = quality setings minStreamingMipLevel // y = original mip count for texture // z = desired on screen mip level // w = 0 // Mip count has been reduced but the texelSize was not updated to take that into account uint mipReductionLevel = originalTextureMipCount - mipCount; uint mipReductionFactor = 1U << mipReductionLevel; if (mipReductionFactor) { float oneOverMipReductionFactor = 1.0 / mipReductionFactor; // texelSize.xy *= mipReductionRatio; // Unused in GetDebugMipColor so lets not re-calculate it texelSize.zw *= oneOverMipReductionFactor; } } return GetDebugMipColor(originalColor, texelSize, uv); } // mipInfo : // x = quality setings minStreamingMipLevel // y = original mip count for texture // z = desired on screen mip level // w = 0 float3 GetDebugMipReductionColor(uint mipCount, float4 mipInfo) { float3 outColor = float3(1.0, 0.0, 1.0); // Can't calculate without original mip count - return magenta uint originalTextureMipCount = uint(mipInfo.y); if (originalTextureMipCount != 0) { // Mip count has been reduced but the texelSize was not updated to take that into account uint mipReductionLevel = originalTextureMipCount - mipCount; float mipCol = float(mipReductionLevel) / 14.0; outColor = float3(0, mipCol, 0); } return outColor; } // Convert an arbitrary range to color base on threshold provide to the function, threshold must be in growing order real3 GetColorCodeFunction(real value, real4 threshold) { const real3 red = { 1.0, 0.0, 0.0 }; const real3 lightGreen = { 0.5, 1.0, 0.5 }; const real3 darkGreen = { 0.1, 1.0, 0.1 }; const real3 yellow = { 1.0, 1.0, 0.0 }; real3 outColor = red; if (value < threshold[0]) { outColor = red; } else if (value >= threshold[0] && value < threshold[1]) { real scale = (value - threshold[0]) / (threshold[1] - threshold[0]); outColor = lerp(red, darkGreen, scale); } else if (value >= threshold[1] && value < threshold[2]) { real scale = (value - threshold[1]) / (threshold[2] - threshold[1]); outColor = lerp(darkGreen, lightGreen, scale); } else if (value >= threshold[2] && value < threshold[3]) { real scale = (value - threshold[2]) / (threshold[2] - threshold[2]); outColor = lerp(lightGreen, yellow, scale); } else { outColor = yellow; } return outColor; } /// Return the color of the overdraw debug. /// /// The color will go from /// (cheap) dark blue -> red -> violet -> white (expensive) /// /// * overdrawCount: the number of overdraw /// * maxOverdrawCount: the maximum number of overdraw. /// if the overdrawCount is above, the most expensive color is returned. real3 GetOverdrawColor(real overdrawCount, real maxOverdrawCount) { if (overdrawCount < 0.01) return real3(0, 0, 0); // cheapest hue const float initialHue = 240; // most expensive hue is initialHue - deltaHue const float deltaHue = 20; // the value in % of budget where we start to remove saturation const float xLight = 0.95; // minimum hue const float minHue = deltaHue - 360 + initialHue; // budget value of a single draw const float xCostOne = 1.0 / maxOverdrawCount; // current budget value const float x = saturate(overdrawCount / maxOverdrawCount); float hue = fmod(max(min((x - xCostOne) * (deltaHue - 360) * (1.0 / (xLight - xCostOne)) + initialHue, initialHue), minHue), 360)/360.0; float saturation = min(max((-1.0/(1 - xLight)) * (x - xLight), 0), 1); return HsvToRgb(real3(hue, saturation, 1.0)); } uint OverdrawLegendBucketInterval(uint maxOverdrawCount) { if (maxOverdrawCount <= 10) return 1; if (maxOverdrawCount <= 50) return 5; if (maxOverdrawCount <= 100) return 10; const uint digitCount = floor(log10(maxOverdrawCount)); const uint digitMultiplier = pow(10, digitCount); const uint biggestDigit = floor(maxOverdrawCount/digitMultiplier); if (biggestDigit < 5) return pow(10, digitCount - 1) * 5; return digitMultiplier; } /// Return the color of the overdraw debug legend. /// /// It will draw a bar with all the color buckets of the overdraw debug /// /// * texcoord: the texture coordinate of the pixel to draw /// * maxOverdrawCount: the maximum number of overdraw. /// * screenSize: screen size (w, h, 1/w, 1/h). /// * defaultColor: the default color used for other areas void DrawOverdrawLegend(real2 texCoord, real maxOverdrawCount, real4 screenSize, inout real3 color) { // Band parameters // Position of the band (fixed x, fixed y, rel x, rel y) const real4 bandPosition = real4(20, 20, 0, 0); // Position of the band labels (fixed x, fixed y, rel x, rel y) const real4 bandLabelPosition = real4(20, 50, 0, 0); // Size of the band (fixed x, fixed y, rel x, rel y) const real4 bandSize = real4(-bandPosition.x * 2, 20, 1, 0); // Thickness of the band (fixed x, fixed y, rel x, rel y) const real4 bandBorderThickness = real4(4, 4, 0, 0); // Compute UVs const real2 bandPositionUV = bandPosition.xy * screenSize.zw + bandPosition.zw; const real2 bandLabelPositionUV = bandLabelPosition.xy * screenSize.zw + bandLabelPosition.zw; const real2 bandSizeUV = bandSize.xy * screenSize.zw + bandSize.zw; const real4 bandBorderPosition = bandPosition - bandBorderThickness; const real4 bandBorderSize = bandSize + 2 * bandBorderThickness; const real2 bandBorderPositionUV = bandBorderPosition.xy * screenSize.zw + bandBorderPosition.zw; const real2 bandBorderSizeUV = bandBorderSize.xy * screenSize.zw + bandBorderSize.zw; // Transform coordinate const real2 bandBorderCoord = (texCoord - bandBorderPositionUV) / bandBorderSizeUV; const real2 bandCoord = (texCoord - bandPositionUV) / bandSizeUV; // Compute bucket index const real bucket = ceil(bandCoord.x * maxOverdrawCount); // Assign color when relevant // Band border if (all(bandBorderCoord >= 0) && all(bandBorderCoord <= 1)) color = real3(0.1, 0.1, 0.1); // Band color if (all(bandCoord >= 0) && all(bandCoord <= 1)) color = GetOverdrawColor(bucket, maxOverdrawCount); // Bucket label if (0 < bucket && bucket <= maxOverdrawCount) { const uint bucketInterval = OverdrawLegendBucketInterval(maxOverdrawCount); const uint bucketLabelIndex = (uint(bucket) / bucketInterval) * bucketInterval; const real2 labelStartCoord = real2( bandLabelPositionUV.x + (bucketLabelIndex - 1) * (bandSizeUV.x / maxOverdrawCount), bandLabelPositionUV.y ); const uint2 pixCoord = uint2((texCoord - labelStartCoord) * screenSize.xy); if (SampleDebugFontNumberAllDigits(pixCoord, bucketLabelIndex)) color = real3(1, 1, 1); } } // Returns the barycentric coordinates of a point p in a triangle defined by the vertices a, b, and c float3 GetBarycentricCoord(float2 p, float2 a, float2 b, float2 c) { float2 v0 = b - a; float2 v1 = c - a; float2 v2 = p - a; float d00 = dot(v0, v0); float d01 = dot(v0, v1); float d11 = dot(v1, v1); float d20 = dot(v2, v0); float d21 = dot(v2, v1); float denom = d00 * d11 - d01 * d01; float3 bary = 0; bary.y = (d11 * d20 - d01 * d21) / denom; bary.z = (d00 * d21 - d01 * d20) / denom; bary.x = 1.0f - bary.y - bary.z; return bary; } // Returns whether a point p is part of a triangle defined by the vertices a, b, and c bool IsPointInTriangle(float2 p, float2 a, float2 b, float2 c) { float3 bar = GetBarycentricCoord(p, a, b, c); return (bar.x >= 0 && bar.x <= 1 && bar.y >= 0 && bar.y <= 1 && (bar.x + bar.y) <= 1); } /// Return the color of the segment. /// /// It will draw a line between the given points with the given appearance (thickness and color). /// /// * texcoord: the texture coordinate of the pixel to draw /// * p1: coordinates of the line start /// * p2: coordinates of the line end /// * thickness: how thick the line should be /// * color: color of the line float4 DrawSegment(float2 texcoord, float2 p1, float2 p2, float thickness, float3 color) { float a = abs(distance(p1, texcoord)); float b = abs(distance(p2, texcoord)); float c = abs(distance(p1, p2)); if (a >= c || b >= c) return 0; float p = (a + b + c) * 0.5; float h = 2 / c * sqrt(p * (p - a) * (p - b) * (p - c)); float lineAlpha = lerp(1.0, 0.0, smoothstep(0.5 * thickness, 1.5 * thickness, h)); return float4(color * lineAlpha, lineAlpha); } #endif // UNITY_DEBUG_INCLUDED