A game about forced loneliness, made by TACStudios
1#ifndef UNITY_DEBUG_INCLUDED
2#define UNITY_DEBUG_INCLUDED
3
4#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
5#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl"
6
7// UX-verified colorblind-optimized debug colors, listed in order of increasing perceived "hotness"
8#define DEBUG_COLORS_COUNT 12
9#define kDebugColorBlack float4(0.0 / 255.0, 0.0 / 255.0, 0.0 / 255.0, 1.0) // #000000
10#define kDebugColorLightPurple float4(166.0 / 255.0, 70.0 / 255.0, 242.0 / 255.0, 1.0) // #A646F2
11#define kDebugColorDeepBlue float4(0.0 / 255.0, 26.0 / 255.0, 221.0 / 255.0, 1.0) // #001ADD
12#define kDebugColorSkyBlue float4(65.0 / 255.0, 152.0 / 255.0, 224.0 / 255.0, 1.0) // #4198E0
13#define kDebugColorLightBlue float4(158.0 / 255.0, 228.0 / 255.0, 251.0 / 255.0, 1.0) // #1A1D21
14#define kDebugColorTeal float4(56.0 / 255.0, 243.0 / 255.0, 176.0 / 255.0, 1.0) // #38F3B0
15#define kDebugColorBrightGreen float4(168.0 / 255.0, 238.0 / 255.0, 46.0 / 255.0, 1.0) // #A8EE2E
16#define kDebugColorBrightYellow float4(255.0 / 255.0, 253.0 / 255.0, 76.0 / 255.0, 1.0) // #FFFD4C
17#define kDebugColorDarkYellow float4(255.0 / 255.0, 214.0 / 255.0, 0.0 / 255.0, 1.0) // #FFD600
18#define kDebugColorOrange float4(253.0 / 255.0, 152.0 / 255.0, 0.0 / 255.0, 1.0) // #FD9800
19#define kDebugColorBrightRed float4(255.0 / 255.0, 67.0 / 255.0, 51.0 / 255.0, 1.0) // #FF4333
20#define kDebugColorDarkRed float4(132.0 / 255.0, 10.0 / 255.0, 54.0 / 255.0, 1.0) // #840A36
21
22// Shadow cascade debug colors. Keep in sync with the ones in ShadowCascadeGUI.cs.
23// Note: These colors are not 1:1 match to editor UI, in order to provide better contrast in the viewport.
24#define kDebugColorShadowCascade0 float4(0.4, 0.4, 0.9, 1.0)
25#define kDebugColorShadowCascade1 float4(0.4, 0.9, 0.4, 1.0)
26#define kDebugColorShadowCascade2 float4(0.9, 0.9, 0.4, 1.0)
27#define kDebugColorShadowCascade3 float4(0.9, 0.4, 0.4, 1.0)
28
29// UX-verified colorblind-optimized "heat color gradient"
30static const float4 kDebugColorGradient[DEBUG_COLORS_COUNT] = { kDebugColorBlack, kDebugColorLightPurple, kDebugColorDeepBlue,
31 kDebugColorSkyBlue, kDebugColorLightBlue, kDebugColorTeal, kDebugColorBrightGreen, kDebugColorBrightYellow,
32 kDebugColorDarkYellow, kDebugColorOrange, kDebugColorBrightRed, kDebugColorDarkRed };
33
34#define TRANSPARENCY_OVERDRAW_COST 1.0
35#define TRANSPARENCY_OVERDRAW_A 1.0
36
37// Given an enum (represented by an int here), return a color.
38// Use for DebugView of enum
39real3 GetIndexColor(int index)
40{
41 real3 outColor = real3(1.0, 0.0, 0.0);
42
43 if (index == 0)
44 outColor = real3(1.0, 0.5, 0.5);
45 else if (index == 1)
46 outColor = real3(0.5, 1.0, 0.5);
47 else if (index == 2)
48 outColor = real3(0.5, 0.5, 1.0);
49 else if (index == 3)
50 outColor = real3(1.0, 1.0, 0.5);
51 else if (index == 4)
52 outColor = real3(1.0, 0.5, 1.0);
53 else if (index == 5)
54 outColor = real3(0.5, 1.0, 1.0);
55 else if (index == 6)
56 outColor = real3(0.25, 0.75, 1.0);
57 else if (index == 7)
58 outColor = real3(1.0, 0.75, 0.25);
59 else if (index == 8)
60 outColor = real3(0.75, 1.0, 0.25);
61 else if (index == 9)
62 outColor = real3(0.75, 0.25, 1.0);
63 else if (index == 10)
64 outColor = real3(0.25, 1.0, 0.75);
65 else if (index == 11)
66 outColor = real3(0.75, 0.75, 0.25);
67 else if (index == 12)
68 outColor = real3(0.75, 0.25, 0.75);
69 else if (index == 13)
70 outColor = real3(0.25, 0.75, 0.75);
71 else if (index == 14)
72 outColor = real3(0.25, 0.25, 0.75);
73 else if (index == 15)
74 outColor = real3(0.75, 0.25, 0.25);
75
76 return outColor;
77}
78
79#define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24))
80#define _ 0
81#define x 1
82const static uint kFontData[9][2] = {
83 { PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) },
84 { PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) },
85 { PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
86 { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) },
87 { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) },
88 { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) },
89 { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) },
90 { PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) },
91 { PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) }
92};
93#undef _
94#undef x
95#undef PACK_BITS25
96
97bool SampleDebugFont(int2 pixCoord, uint digit)
98{
99 if (pixCoord.x < 0 || pixCoord.y < 0 || pixCoord.x >= 5 || pixCoord.y >= 9 || digit > 9)
100 return false;
101
102 return (kFontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1;
103}
104
105/*
106 * Sample up to 2 digits of a number. (Excluding leading zeroes)
107 *
108 * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
109 * See SampleDebugFontNumberAllDigits to sample all digits.
110 *
111 * @param pixCoord: pixel coordinate of the number sample
112 * @param number: number to sample
113 * @return true when the pixel is a pixel of a digit.
114 */
115bool SampleDebugFontNumber2Digits(int2 pixCoord, uint number)
116{
117 pixCoord.y -= 4;
118 if (number <= 9)
119 {
120 return SampleDebugFont(pixCoord - int2(6, 0), number);
121 }
122 else
123 {
124 return (SampleDebugFont(pixCoord, number / 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10));
125 }
126}
127
128/*
129 * Sample up to 3 digits of a number. (Excluding leading zeroes)
130 *
131 * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
132 * See SampleDebugFontNumberAllDigits to sample all digits.
133 *
134 * @param pixCoord: pixel coordinate of the number sample
135 * @param number: number to sample
136 * @return true when the pixel is a pixel of a digit.
137 */
138bool SampleDebugFontNumber3Digits(int2 pixCoord, uint number)
139{
140 pixCoord.y -= 4;
141 if (number <= 9)
142 {
143 return SampleDebugFont(pixCoord - int2(6, 0), number);
144 }
145 else if (number <= 99)
146 {
147 return (SampleDebugFont(pixCoord, (number / 10) % 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10));
148 }
149 else
150 {
151 return (SampleDebugFont(pixCoord, (number / 100)) | SampleDebugFont(pixCoord - int2(4, 0),(number / 10) % 10) | SampleDebugFont(pixCoord - int2(8, 0),(number / 10) % 10) );
152 }
153}
154
155/*
156 * Sample all digits of a number. (Excluding leading zeroes)
157 *
158 * Note: Digit have a size of 5x8 pixels and spaced by 1 pixel
159 * See SampleDebugFontNumber2Digits for a faster version supporting only 2 digits.
160 *
161 * @param pixCoord: pixel coordinate of the number sample
162 * @param number: number to sample
163 * @return true when the pixel is a pixel of a digit.
164 */
165bool SampleDebugFontNumberAllDigits(int2 pixCoord, uint number)
166{
167 const int digitCount = (int)max(1u, uint(log10(number)) + 1u);
168
169 pixCoord.y -= 4;
170 int2 offset = int2(6 * digitCount, 0);
171 uint current = number;
172 for (int i = 0; i < digitCount; ++i)
173 {
174 if (SampleDebugFont(pixCoord - offset, current % 10))
175 return true;
176
177 current /= 10;
178 offset -= int2(6, 0);
179 }
180 return false;
181}
182
183TEXTURE2D(_DebugFont); // Debug font to write string in shader
184
185// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
186#define DEBUG_FONT_TEXT_WIDTH 16
187#define DEBUG_FONT_TEXT_HEIGHT 16
188#define DEBUG_FONT_TEXT_COUNT_X 16
189#define DEBUG_FONT_TEXT_COUNT_Y 8
190#define DEBUG_FONT_TEXT_ASCII_START 32
191
192#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
193
194/*
195 * Draw a character
196 *
197 * Note: Only supports ASCII symbols from DEBUG_FONT_TEXT_ASCII_START to 126
198 *
199 * @param asciiValue: actual character we want to draw
200 * @param fontColor: color of the font to use
201 * @param currentUnormCoord: current unnormalized screen position
202 * @param fixedUnormCoord: position where we want to draw a character (will be incremented by the provided `fontTextScaleWidth` in provided `direction`)
203 * @param color: current screen color
204 * @param direction: direction to draw a string (1 = left to right, -1 = right to left), so it determines the direction in which `fixedUnormCoord` will shift
205 * @param fontTextScaleWidth: spacing between characters, so the amount by which `fixedUnormCoord` will shift
206 * @return void, blends in `fontColor` into the `color` parameter if we hit font character
207 */
208void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction, int fontTextScaleWidth)
209{
210 // Are we inside a font display block on the screen ?
211 uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
212 if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
213 {
214 localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
215
216 asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
217 uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
218 // Unorm coordinate inside the font texture
219 uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
220 // normalized coordinate
221 float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
222 normTexCoord.y = 1.0 - normTexCoord.y;
223
224 float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, sampler_PointClamp, normTexCoord, 0).r;
225 color = color * (1.0 - charColor) + charColor * fontColor;
226 }
227
228 fixedUnormCoord.x += fontTextScaleWidth * direction;
229}
230
231void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
232{
233 DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, direction, DEBUG_FONT_TEXT_SCALE_WIDTH);
234}
235
236// Shortcut to not have to file direction
237void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
238{
239 DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
240}
241
242// Draws a heatmap with numbered tiles, with increasingly "hot" background colors depending on n,
243// where values at or above maxN receive strong red background color.
244float4 OverlayHeatMap(uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity)
245{
246 int colorIndex = 1 + (int)floor(10 * (log2((float)n + 0.1f) / log2(float(maxN))));
247 colorIndex = clamp(colorIndex, 0, DEBUG_COLORS_COUNT-1);
248 float4 col = kDebugColorGradient[colorIndex];
249
250 int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
251
252 float4 color = float4(PositivePow(col.rgb, 2.2), opacity * col.a);
253 if (n >= 0)
254 {
255 if (SampleDebugFontNumber3Digits(coord, n)) // Shadow
256 color = float4(0, 0, 0, 1);
257 if (SampleDebugFontNumber3Digits(coord + 1, n)) // Text
258 color = float4(1, 1, 1, 1);
259 }
260 return color;
261}
262
263// Draws a heatmap with numbered tiles, with increasingly "hot" background colors depending on n,
264// where values at or above maxN receive strong red background color.
265float4 OverlayHeatMapNoNumber(uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity)
266{
267 int colorIndex = 1 + (int)floor(10 * (log2((float)n + 0.1f) / log2(float(maxN))));
268 colorIndex = clamp(colorIndex, 0, DEBUG_COLORS_COUNT-1);
269 float4 col = kDebugColorGradient[colorIndex];
270
271 int2 coord = (pixCoord & (tileSize - 1)) - int2(tileSize.x/4+1, tileSize.y/3-3);
272
273 return float4(PositivePow(col.rgb, 2.2), opacity * col.a);
274}
275
276// Convert an arbitrary range to color base on threshold provide to the function, threshold must be in growing order
277real3 GetColorCodeFunction(real value, real4 threshold)
278{
279 const real3 red = { 1.0, 0.0, 0.0 };
280 const real3 lightGreen = { 0.5, 1.0, 0.5 };
281 const real3 darkGreen = { 0.1, 1.0, 0.1 };
282 const real3 yellow = { 1.0, 1.0, 0.0 };
283
284 real3 outColor = red;
285 if (value < threshold[0])
286 {
287 outColor = red;
288 }
289 else if (value >= threshold[0] && value < threshold[1])
290 {
291 real scale = (value - threshold[0]) / (threshold[1] - threshold[0]);
292 outColor = lerp(red, darkGreen, scale);
293 }
294 else if (value >= threshold[1] && value < threshold[2])
295 {
296 real scale = (value - threshold[1]) / (threshold[2] - threshold[1]);
297 outColor = lerp(darkGreen, lightGreen, scale);
298 }
299 else if (value >= threshold[2] && value < threshold[3])
300 {
301 real scale = (value - threshold[2]) / (threshold[2] - threshold[2]);
302 outColor = lerp(lightGreen, yellow, scale);
303 }
304 else
305 {
306 outColor = yellow;
307 }
308
309 return outColor;
310}
311
312/// Return the color of the overdraw debug.
313///
314/// The color will go from
315/// (cheap) dark blue -> red -> violet -> white (expensive)
316///
317/// * overdrawCount: the number of overdraw
318/// * maxOverdrawCount: the maximum number of overdraw.
319/// if the overdrawCount is above, the most expensive color is returned.
320real3 GetOverdrawColor(real overdrawCount, real maxOverdrawCount)
321{
322 if (overdrawCount < 0.01)
323 return real3(0, 0, 0);
324
325 // cheapest hue
326 const float initialHue = 240;
327 // most expensive hue is initialHue - deltaHue
328 const float deltaHue = 20;
329 // the value in % of budget where we start to remove saturation
330 const float xLight = 0.95;
331 // minimum hue
332 const float minHue = deltaHue - 360 + initialHue;
333 // budget value of a single draw
334 const float xCostOne = 1.0 / maxOverdrawCount;
335 // current budget value
336 const float x = saturate(overdrawCount / maxOverdrawCount);
337
338
339 float hue = fmod(max(min((x - xCostOne) * (deltaHue - 360) * (1.0 / (xLight - xCostOne)) + initialHue, initialHue), minHue), 360)/360.0;
340 float saturation = min(max((-1.0/(1 - xLight)) * (x - xLight), 0), 1);
341 return HsvToRgb(real3(hue, saturation, 1.0));
342}
343
344uint OverdrawLegendBucketInterval(uint maxOverdrawCount)
345{
346 if (maxOverdrawCount <= 10)
347 return 1;
348 if (maxOverdrawCount <= 50)
349 return 5;
350 if (maxOverdrawCount <= 100)
351 return 10;
352
353 const uint digitCount = floor(log10(maxOverdrawCount));
354 const uint digitMultiplier = pow(10, digitCount);
355 const uint biggestDigit = floor(maxOverdrawCount/digitMultiplier);
356 if (biggestDigit < 5)
357 return pow(10, digitCount - 1) * 5;
358
359 return digitMultiplier;
360}
361
362/// Return the color of the overdraw debug legend.
363///
364/// It will draw a bar with all the color buckets of the overdraw debug
365///
366/// * texcoord: the texture coordinate of the pixel to draw
367/// * maxOverdrawCount: the maximum number of overdraw.
368/// * screenSize: screen size (w, h, 1/w, 1/h).
369/// * defaultColor: the default color used for other areas
370void DrawOverdrawLegend(real2 texCoord, real maxOverdrawCount, real4 screenSize, inout real3 color)
371{
372 // Band parameters
373 // Position of the band (fixed x, fixed y, rel x, rel y)
374 const real4 bandPosition = real4(20, 20, 0, 0);
375 // Position of the band labels (fixed x, fixed y, rel x, rel y)
376 const real4 bandLabelPosition = real4(20, 50, 0, 0);
377 // Size of the band (fixed x, fixed y, rel x, rel y)
378 const real4 bandSize = real4(-bandPosition.x * 2, 20, 1, 0);
379 // Thickness of the band (fixed x, fixed y, rel x, rel y)
380 const real4 bandBorderThickness = real4(4, 4, 0, 0);
381
382 // Compute UVs
383 const real2 bandPositionUV = bandPosition.xy * screenSize.zw + bandPosition.zw;
384 const real2 bandLabelPositionUV = bandLabelPosition.xy * screenSize.zw + bandLabelPosition.zw;
385 const real2 bandSizeUV = bandSize.xy * screenSize.zw + bandSize.zw;
386 const real4 bandBorderPosition = bandPosition - bandBorderThickness;
387 const real4 bandBorderSize = bandSize + 2 * bandBorderThickness;
388 const real2 bandBorderPositionUV = bandBorderPosition.xy * screenSize.zw + bandBorderPosition.zw;
389 const real2 bandBorderSizeUV = bandBorderSize.xy * screenSize.zw + bandBorderSize.zw;
390
391 // Transform coordinate
392 const real2 bandBorderCoord = (texCoord - bandBorderPositionUV) / bandBorderSizeUV;
393 const real2 bandCoord = (texCoord - bandPositionUV) / bandSizeUV;
394
395 // Compute bucket index
396 const real bucket = ceil(bandCoord.x * maxOverdrawCount);
397
398 // Assign color when relevant
399 // Band border
400 if (all(bandBorderCoord >= 0) && all(bandBorderCoord <= 1))
401 color = real3(0.1, 0.1, 0.1);
402
403 // Band color
404 if (all(bandCoord >= 0) && all(bandCoord <= 1))
405 color = GetOverdrawColor(bucket, maxOverdrawCount);
406
407 // Bucket label
408 if (0 < bucket && bucket <= maxOverdrawCount)
409 {
410 const uint bucketInterval = OverdrawLegendBucketInterval(maxOverdrawCount);
411 const uint bucketLabelIndex = (uint(bucket) / bucketInterval) * bucketInterval;
412 const real2 labelStartCoord = real2(
413 bandLabelPositionUV.x + (bucketLabelIndex - 1) * (bandSizeUV.x / maxOverdrawCount),
414 bandLabelPositionUV.y
415 );
416
417 const uint2 pixCoord = uint2((texCoord - labelStartCoord) * screenSize.xy);
418 if (SampleDebugFontNumberAllDigits(pixCoord, bucketLabelIndex))
419 color = real3(1, 1, 1);
420 }
421}
422
423// Returns the barycentric coordinates of a point p in a triangle defined by the vertices a, b, and c
424float3 GetBarycentricCoord(float2 p, float2 a, float2 b, float2 c)
425{
426 float2 v0 = b - a;
427 float2 v1 = c - a;
428 float2 v2 = p - a;
429 float d00 = dot(v0, v0);
430 float d01 = dot(v0, v1);
431 float d11 = dot(v1, v1);
432 float d20 = dot(v2, v0);
433 float d21 = dot(v2, v1);
434 float denom = d00 * d11 - d01 * d01;
435 float3 bary = 0;
436 bary.y = (d11 * d20 - d01 * d21) / denom;
437 bary.z = (d00 * d21 - d01 * d20) / denom;
438 bary.x = 1.0f - bary.y - bary.z;
439 return bary;
440}
441
442// Returns whether a point p is part of a triangle defined by the vertices a, b, and c
443bool IsPointInTriangle(float2 p, float2 a, float2 b, float2 c)
444{
445 float3 bar = GetBarycentricCoord(p, a, b, c);
446 return (bar.x >= 0 && bar.x <= 1 && bar.y >= 0 && bar.y <= 1 && (bar.x + bar.y) <= 1);
447}
448
449/// Return the color of the segment.
450///
451/// It will draw a line between the given points with the given appearance (thickness and color).
452///
453/// * texcoord: the texture coordinate of the pixel to draw
454/// * p1: coordinates of the line start
455/// * p2: coordinates of the line end
456/// * thickness: how thick the line should be
457/// * color: color of the line
458float4 DrawSegment(float2 texcoord, float2 p1, float2 p2, float thickness, float3 color)
459{
460 float a = abs(distance(p1, texcoord));
461 float b = abs(distance(p2, texcoord));
462 float c = abs(distance(p1, p2));
463
464 if (a >= c || b >= c) return 0;
465
466 float p = (a + b + c) * 0.5;
467 float h = 2 / c * sqrt(p * (p - a) * (p - b) * (p - c));
468
469 float lineAlpha = lerp(1.0, 0.0, smoothstep(0.5 * thickness, 1.5 * thickness, h));
470 return float4(color * lineAlpha, lineAlpha);
471}
472
473#endif // UNITY_DEBUG_INCLUDED