2021-09-09 20:42:29 -04:00

72 lines
2.0 KiB
C#

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