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Misaki
2024-08-15 17:00:11 +09:00
parent 684c51a8c0
commit e441bb7911
162 changed files with 63084 additions and 0 deletions

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using UnityEngine.Rendering;
namespace Unity.Toonshader
{
[GenerateHLSL]
public enum UTS_BSDFDebug
{
None,
BaseColor,
Normal,
Smoothness,
Metallic,
AmbientOcclusion,
SpecularOcclusion,
SpecularColor,
Anisotropy,
HairRoughness,
NormalWS,
}
[GenerateHLSL]
public enum UTS_LightingDebug
{
None,
DiffuseLighting,
SpecularLighting,
DirectDiffuseLighting,
DirectSpecularLighting,
IndirectDiffuseLighting,
IndirectSpecularLighting,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
Emission,
}
}

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef UTSDEBUG_CS_HLSL
#define UTSDEBUG_CS_HLSL
//
// Unity.Toonshader.UTS_BSDFDebug: static fields
//
#define UTS_BSDFDEBUG_NONE (0)
#define UTS_BSDFDEBUG_BASE_COLOR (1)
#define UTS_BSDFDEBUG_NORMAL (2)
#define UTS_BSDFDEBUG_SMOOTHNESS (3)
#define UTS_BSDFDEBUG_METALLIC (4)
#define UTS_BSDFDEBUG_AMBIENT_OCCLUSION (5)
#define UTS_BSDFDEBUG_SPECULAR_OCCLUSION (6)
#define UTS_BSDFDEBUG_SPECULAR_COLOR (7)
#define UTS_BSDFDEBUG_ANISOTROPY (8)
#define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9)
#define UTS_BSDFDEBUG_NORMAL_WS (10)
#endif

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using System.Collections.Generic;
using UnityEngine.Rendering;
namespace Unity.Toonshader
{
public static class UTSDebugPanel
{
static bool isPanelEnabled = false;
static UTS_BSDFDebug uTS_BSDFData = UTS_BSDFDebug.None;
static UTS_LightingDebug uTS_LightingData = UTS_LightingDebug.None;
public static void OnEnable()
{
if (isPanelEnabled)
return;
// Create a list of widgets
List<DebugUI.Widget> widgetList = new List<DebugUI.Widget>();
// Add a checkbox widget to the list of widgets
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.EnumField
{
displayName = "BSDF debug mode",
tooltip = "Select a bsdf debug mode",
getter = () => (int)uTS_BSDFData,
setter = value => uTS_BSDFData = (UTS_BSDFDebug)value,
getIndex = () => (int)uTS_BSDFData,
setIndex = value => uTS_BSDFData = (UTS_BSDFDebug)value,
autoEnum = typeof(UTS_BSDFDebug), onValueChanged = BSDFDebugChanged
},
new DebugUI.EnumField
{
displayName = "Lighting debug mode",
tooltip = "Select a lighting debug mode",
getter = () => (int)uTS_LightingData,
setter = value => uTS_LightingData = (UTS_LightingDebug)value,
getIndex = () => (int)uTS_LightingData,
setIndex = value => uTS_LightingData = (UTS_LightingDebug)value,
autoEnum = typeof(UTS_LightingDebug), onValueChanged = LightingDebugChanged
},
});
// Create a new panel (tab) in the Rendering Debugger
DebugUI.Panel panel = DebugManager.instance.GetPanel("UTS", createIfNull: true);
// Add the widgets to the panel
panel.children.Add(widgetList.ToArray());
isPanelEnabled = true;
}
private static void BSDFDebugChanged(DebugUI.Field<int> field, int arg2)
{
}
private static void LightingDebugChanged(DebugUI.Field<int> field, int arg2)
{
}
// Remove the custom panel if the GameObject is disabled
public static void OnDisable()
{
DebugManager.instance.RemovePanel("UTS");
isPanelEnabled = false;
}
}
}

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