/// <summary> /// 为了正确可视化向量,必须在顶点着色器中正确计算worldPos,特别注意! /// </summary> /// <param name="data"></param> /// <param name="label"></param> /// <param name="debugInfoType"></param> /// <param name="visualizationColor"></param> protected void AddDebugInfo(float4 data, string label, debugger.DebugInfoType debugInfoType, float3 visualizationColor) { if (unit.isdiscard || debugData == null) { return; } debugger.DebugInfo debugInfo = new debugger.DebugInfo(); debugInfo.label = label; debugInfo.data = data; debugInfo.type = debugInfoType; debugInfo.visualizationColor = visualizationColor; debugData.debugInfos.Add(debugInfo); }
protected float4 tex2D(int sampler, float3 uv) { return(unit.samplers[sampler].getData(uv, unit)); }
protected float4 tex2D(int sampler, float3 uv, float lodbias) { return(unit.samplers[sampler].getData(uv, unit, lodbias)); }
public float3x3(float3 r0, float3 r1, float3 r2) { row0 = r0; row1 = r1; row2 = r2; }