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; } } }