using System;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// Mip Map Debug Mode.
///
[GenerateHLSL]
public enum DebugMipMapMode
{
/// No Mip Map debug mode.
None,
/// Mip ratio debug mode.
MipRatio,
/// Mip count debug mode.
MipCount,
/// Mip count reduction debug mode.
MipCountReduction,
/// Streaming budget debug mode.
StreamingMipBudget,
/// Streaming mip debug mode.
StreamingMip
}
///
/// Terrain mip map debug mode.
///
[GenerateHLSL]
public enum DebugMipMapModeTerrainTexture
{
/// Control debug.
Control,
/// Layer 0 debug.
Layer0,
/// Layer 1 debug.
Layer1,
/// Layer 2 debug.
Layer2,
/// Layer 3 debug.
Layer3,
/// Layer 4 debug.
Layer4,
/// Layer 5 debug.
Layer5,
/// Layer 6 debug.
Layer6,
/// Layer 7 debug.
Layer7
}
///
/// Mîp map debug Settings.
///
[Serializable]
public class MipMapDebugSettings
{
/// Mip maps debug mode.
public DebugMipMapMode debugMipMapMode = DebugMipMapMode.None;
/// Terrain texture mip map debug mode.
public DebugMipMapModeTerrainTexture terrainTexture = DebugMipMapModeTerrainTexture.Control;
///
/// Returns true if any mip map debug is enabled.
///
/// True if any mip map debug is enabled.
public bool IsDebugDisplayEnabled()
{
return debugMipMapMode != DebugMipMapMode.None;
}
}
}