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Original file line number Diff line number Diff line change
Expand Up @@ -1203,7 +1203,7 @@ public static PassDescriptor GenerateFullScreenDebug()
{
// Definition
displayName = "FullScreenDebug",
referenceName = "SHADERPASS_FULLSCREEN_DEBUG",
referenceName = "SHADERPASS_FULL_SCREEN_DEBUG",
lightMode = "FullScreenDebug",
useInPreview = false,

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Original file line number Diff line number Diff line change
Expand Up @@ -136,7 +136,7 @@ float3 GetCenter(SFiniteLightBound value)
{
return value.center;
}
float2 GetScaleXY(SFiniteLightBound value)
float GetScaleXY(SFiniteLightBound value)
{
return value.scaleXY;
}
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Expand Up @@ -459,7 +459,7 @@ Shader "HDRP/AxF"

HLSLPROGRAM

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -907,7 +907,7 @@ Shader "HDRP/LayeredLit"
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -865,7 +865,7 @@ Shader "HDRP/LayeredLitTessellation"

HLSLPROGRAM

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -938,7 +938,7 @@ Shader "HDRP/Lit"
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -832,7 +832,7 @@ Shader "HDRP/LitTessellation"

HLSLPROGRAM

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -456,7 +456,7 @@ Shader "HDRP/Unlit"
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE

#define SHADERPASS SHADERPASS_FULLSCREEN_DEBUG
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
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Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
#define SHADERPASS_RAYTRACING_SUB_SURFACE (22)
#define SHADERPASS_PATH_TRACING (23)
#define SHADERPASS_CONSTANT (24)
#define SHADERPASS_FULLSCREEN_DEBUG (25)
#define SHADERPASS_FULL_SCREEN_DEBUG (25)


#endif
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#if (SHADERPASS != SHADERPASS_FULLSCREEN_DEBUG)
#if (SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG)
#error SHADERPASS_is_not_correctly_define
#endif

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Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ struct PackedVaryingsToPS
UNITY_VERTEX_OUTPUT_STEREO

#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULLSCREEN_DEBUG))
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
uint primitiveID : SV_PrimitiveID;
#endif
#endif
Expand All @@ -47,7 +47,7 @@ FragInputs UnpackVaryingsToFragInputs(PackedVaryingsToPS packedInput)
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);

#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULLSCREEN_DEBUG))
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
input.primitiveID = packedInput.primitiveID;
#endif
#endif
Expand Down Expand Up @@ -171,7 +171,7 @@ VaryingsMeshType VertMesh(AttributesMesh input)
output.normalWS = normalWS;
output.tangentWS = tangentWS;
#endif
#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULLSCREEN_DEBUG)
#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG)
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VERTEX_DENSITY)
IncrementVertexDensityCounter(output.positionCS);
#endif
Expand Down Expand Up @@ -207,7 +207,7 @@ VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input)

output.positionCS = TransformWorldToHClip(input.positionRWS);

#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULLSCREEN_DEBUG)
#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG)
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VERTEX_DENSITY)
IncrementVertexDensityCounter(output.positionCS);
#endif
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