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https://github.com/maxartz15/SceneDebugViewer.git
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Texel Density preset.
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@ -12,7 +12,7 @@ namespace TAO.SceneDebugViewer.Editor
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private GUIStyle optionsButtonStyle = null;
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private Vector2 scrollPos;
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[MenuItem("Window/Analysis/SceneDebugViewer")]
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[MenuItem("Window/Analysis/SceneDebugViewer/SDV")]
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static void Init()
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{
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Load();
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@ -1,75 +0,0 @@
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// Ref: https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-28-mipmap-level-measurement
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// https://github.com/jintiao/MipmapLevel/blob/master/Assets/MipmapColor.shader
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Shader "Hidden/RS/MipMaps"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "RSUtilsCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 uvmip : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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float4 _MipMapColors[15]; // max mipmaps = 1 + floor(log2(maxTexSize))
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int _Max;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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int mips = RS_MipCount(_MainTex_TexelSize);
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float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
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o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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int mipLevels = 1 + floor(log2(max(_MainTex_TexelSize.z, _MainTex_TexelSize.w)));
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// int m = RS_MipMap(i.uvmip, _MainTex_TexelSize);
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int m = RS_M(i.uvmip, _MainTex_TexelSize);
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// int m = RS_Mip(i.uvmip, _MainTex_TexelSize, mipLevels);
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// m = clamp(m, 0, _Max);
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// m = RS_Remap(m, 0, 15, 0, _Max);
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fixed4 mip = _MipMapColors[m];
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 res;
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res.rgb = lerp(col.rgb, mip.rgb, mip.a);
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res.a = col.a;
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return res;
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}
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ENDCG
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}
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}
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}
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@ -3,6 +3,7 @@
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sampler2D _RS_Texture;
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float4 _RS_Texture_ST;
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float4 _RS_Texture_TexelSize;
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float _RS_Sharpness;
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fixed4 _RS_Color;
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half _RS_Metallic;
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@ -40,9 +40,8 @@ Shader "Hidden/RS/TexelDensity"
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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int mips = RS_MipCount(_MainTex_TexelSize);
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float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
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o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
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//int mip = RS_MipMap(o.uv, _RS_Texture_TexelSize);
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o.uvmip = o.uv * _MainTex_TexelSize.zw / (_RS_Texture_TexelSize.zw / 4.0);
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return o;
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}
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