SL-17274: PBR: Add roughness alpha debug

meow-7.2.2
Ptolemy 2022-06-24 14:38:34 -07:00
parent 8acaa7378f
commit 668be68dd1
1 changed files with 22 additions and 18 deletions

View File

@ -27,23 +27,24 @@
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_ROUGH 0 // Output: grayscale roughenss
#define DEBUG_PBR_METAL 0 // Output: grayscale metal
#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
#define DEBUG_PBR_VIEW 0 // Output: view_dir
#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
#define DEBUG_PBR_DOT_NV 0 // Output:
#define DEBUG_PBR_DOT_TV 0 // Output:
#define DEBUG_PBR_DOT_BV 0 // Output:
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
#define DEBUG_PBR_METAL 0 // Output: grayscale metal
#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
#define DEBUG_PBR_VIEW 0 // Output: view_dir
#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
#define DEBUG_PBR_DOT_NV 0 // Output:
#define DEBUG_PBR_DOT_TV 0 // Output:
#define DEBUG_PBR_DOT_BV 0 // Output:
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
@ -281,9 +282,12 @@ void main()
#if DEBUG_PBR_METAL
color.rgb = vec3(metal);
#endif
#if DEBUG_PBR_ROUGH
#if DEBUG_PBR_ROUGH_PERCEPTUAL
color.rgb = vec3(perceptualRough);
#endif
#if DEBUG_PBR_ROUGH_ALPHA
color.rgb = vec3(alphaRough);
#endif
#if DEBUG_PBR_SPEC
color.rgb = colorSpec;
#endif