public override DepthTextureMode GetCameraFlags() { BuiltinDebugViewsModel.Mode mode = base.model.settings.mode; DepthTextureMode depthTextureMode = 0; if (mode != BuiltinDebugViewsModel.Mode.Normals) { if (mode != BuiltinDebugViewsModel.Mode.MotionVectors) { if (mode == BuiltinDebugViewsModel.Mode.Depth) { depthTextureMode |= 1; } } else { depthTextureMode |= 5; } } else { depthTextureMode |= 2; } return(depthTextureMode); }
public override void PopulateCommandBuffer(CommandBuffer cb) { BuiltinDebugViewsModel.Settings settings = base.model.settings; Material material = this.context.materialFactory.Get("Hidden/Post FX/Builtin Debug Views"); material.shaderKeywords = null; if (this.context.isGBufferAvailable) { material.EnableKeyword("SOURCE_GBUFFER"); } BuiltinDebugViewsModel.Mode mode = settings.mode; if (mode != BuiltinDebugViewsModel.Mode.Depth) { if (mode != BuiltinDebugViewsModel.Mode.Normals) { if (mode == BuiltinDebugViewsModel.Mode.MotionVectors) { this.MotionVectorsPass(cb); } } else { this.DepthNormalsPass(cb); } } else { this.DepthPass(cb); } this.context.Interrupt(); }
public override DepthTextureMode GetCameraFlags() { BuiltinDebugViewsModel.Mode mode = base.model.settings.mode; DepthTextureMode none = DepthTextureMode.None; if (mode == BuiltinDebugViewsModel.Mode.Normals) { none |= DepthTextureMode.DepthNormals; } else if (mode == BuiltinDebugViewsModel.Mode.MotionVectors) { none |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth; } else if (mode == BuiltinDebugViewsModel.Mode.Depth) { none |= DepthTextureMode.Depth; } return(none); }
public override DepthTextureMode GetCameraFlags() { BuiltinDebugViewsModel.Mode mode = base.model.settings.mode; DepthTextureMode depthTextureMode = DepthTextureMode.None; switch (mode) { case BuiltinDebugViewsModel.Mode.Depth: depthTextureMode |= DepthTextureMode.Depth; break; case BuiltinDebugViewsModel.Mode.Normals: depthTextureMode |= DepthTextureMode.DepthNormals; break; case BuiltinDebugViewsModel.Mode.MotionVectors: depthTextureMode |= (DepthTextureMode.Depth | DepthTextureMode.MotionVectors); break; } return(depthTextureMode); }
public bool IsModeActive(BuiltinDebugViewsModel.Mode mode) { return(this.m_Settings.mode == mode); }