New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix UX issues in URP Rendering Debugger #4775
Conversation
com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs
Show resolved
Hide resolved
@oleks-k Might need to note in the docs later that Map size: is a percentage of the screen. |
On HDRP, there is already "Lighting > Debug Overlay Screen Ratio" which goes from 0 to 1 (essentially a percentage), and scales the shadow debug overlay accordingly. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looking good to me.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM
Would have liked the wireframe colour but this seems to be a Unity trunk change
Purpose of this PR
Fixes issues listed in https://fogbugz.unity3d.com/f/cases/1340619/
NOTE: Setting wireframe color is not fixed - there is no API to set this in SRP right now. Scene View wireframe modes seem to use a special wireframe shader on most backends, with Vulkan being the only one to support colored wireframe at API level.
Conditional UI for albedo validation:
Map Size as percentage (default = 50%):
Testing status
Tested UI conditional behaves correctly both in Editor and Runtime. Map Size now respects viewport resolution as expected.