You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

323 lines
8.7 KiB

using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
// HDRP Profile Id
// - You can use [HideInDebugUI] attribute to hide a given id from the Detailed Stats section of Rendering Debugger.
internal enum HDProfileId
{
CopyDepthBuffer,
CopyDepthInTargetTexture,
DuplicateDepthBuffer,
BuildCoarseStencilAndResolveIfNeeded,
AmbientOcclusion,
HorizonSSAO,
UpSampleSSAO,
ScreenSpaceShadows,
ScreenSpaceShadowsDebug,
BuildLightList,
GenerateLightAABBs,
Distortion,
AccumulateDistortion,
ApplyDistortion,
ForwardDepthPrepass,
DeferredDepthPrepass,
PreRefractionDepthPrepass,
TransparentDepthPrepass,
GBuffer,
DBufferRender,
DBufferPrepareDrawData,
DBufferNormal,
DisplayDebugDecalsAtlas,
DisplayDebugViewMaterial,
DebugViewMaterialGBuffer,
SubsurfaceScattering,
SsrTracing,
SsrReprojection,
SsrAccumulate,
// SSGI
SSGIPass,
SSGITrace,
SSGIDenoise,
SSGIUpscale,
SSGIConvert,
ForwardOpaque,
ForwardOpaqueDebug,
ForwardTransparent,
ForwardTransparentDebug,
ForwardPreRefraction,
ForwardPreRefractionDebug,
ForwardTransparentDepthPrepass,
RenderForwardError,
TransparentDepthPostpass,
ObjectsMotionVector,
CameraMotionVectors,
ColorPyramid,
DepthPyramid,
PostProcessing,
AfterPostProcessingObjects,
RenderFullScreenDebug,
ClearBuffers,
ClearStencil,
HDRenderPipelineRenderCamera,
HDRenderPipelineRenderAOV,
HDRenderPipelineAllRenderRequest,
CullResultsCull,
CustomPassCullResultsCull,
DisplayCookieAtlas,
RenderWireFrame,
ConvolveReflectionProbe,
ConvertReflectionProbe,
ConvolvePlanarReflectionProbe,
UpdateReflectionProbeAtlas,
BlitTextureToReflectionProbeAtlas,
DisplayReflectionProbeAtlas,
PreIntegradeWardCookTorrance,
FilterCubemapCharlie,
FilterCubemapGGX,
AreaLightCookieConvolution,
UpdateSkyEnvironmentConvolution,
BackgroundCloudsAmbientProbe,
RenderSkyToCubemap,
UpdateSkyAmbientProbe,
PreRenderSky,
RenderSky,
RenderClouds,
OpaqueAtmosphericScattering,
InScatteredRadiancePrecomputation,
VolumeVoxelization,
VolumetricLighting,
VolumetricLightingFiltering,
PrepareVisibleLocalVolumetricFogList,
UpdateLocalVolumetricFogAtlas,
// Volumetric clouds
VolumetricClouds,
VolumetricCloudsTrace,
VolumetricCloudsReproject,
VolumetricCloudsPreUpscale,
VolumetricCloudsUpscale,
VolumetricCloudsCombine,
VolumetricCloudsShadow,
VolumetricCloudMapGeneration,
VolumetricCloudsAmbientProbe,
// Water Decals
WaterDecalDeformation,
WaterDecalFoam,
WaterDecalMask,
WaterDecalCurrent,
// Water surface
WaterSurfaceUpdate,
WaterSurfaceSimulation,
WaterSurfaceCaustics,
WaterExclusion,
WaterGBuffer,
WaterMaskDebug,
WaterPrepareLighting,
WaterDeferredLighting,
WaterLineRendering,
// High Quality Lines
LinesGeometrySetup,
LinesVertexSetup,
LinesSegmentSetup,
LinesShadingPrepare,
LinesShading,
LinesRasterizationSetup,
LinesBuildClusters,
LinesBinningStage,
LinesWorkQueue,
LinesFineRaster,
// RT Cluster
RaytracingBuildCluster,
RaytracingCullLights,
RaytracingDebugCluster,
// RT acceleration structure setup
RaytracingBuildAccelerationStructure,
RaytracingBuildAccelerationStructureDebug,
// RTR
RaytracingReflectionDirectionGeneration,
RaytracingReflectionEvaluation,
RaytracingReflectionAdjustWeight,
RaytracingReflectionFilter,
RaytracingReflectionUpscale,
// ReBlur Denoiser
ReBlurPreBlur,
ReBlurTemporalAccumulation,
ReBlurMipGeneration,
ReBlurMipHistoryFix,
ReBlurBlur,
ReBlurCopyHistory,
ReBlurTemporalStabilization,
ReBlurCopyHistoryStab,
ReBlurPostBlur,
// RTAO
RaytracingAmbientOcclusion,
RaytracingFilterAmbientOcclusion,
RaytracingComposeAmbientOcclusion,
RaytracingClearHistoryAmbientOcclusion,
// RT Shadows
RaytracingDirectionalLightShadow,
RaytracingLightShadow,
RaytracingAreaLightShadow,
// RTGI
RaytracingIndirectDiffuseDirectionGeneration,
RaytracingIndirectDiffuseEvaluation,
RaytracingIndirectDiffuseUpscale,
RaytracingFilterIndirectDiffuse,
RaytracingIndirectDiffuseAdjustWeight,
// RTSSS
RaytracingSSS,
RaytracingSSSTrace,
RaytracingSSSCompose,
// RTShadow
RaytracingWriteShadow,
// Other ray tracing
RaytracingDebugOverlay,
RayTracingRecursiveRendering,
RayTracingDepthPrepass,
RayTracingFlagMask,
// RT Deferred Lighting
RaytracingDeferredLighting,
// Denoisers
HistoryValidity,
TemporalFilter,
DiffuseFilter,
UpdateGlobalConstantBuffers,
UpdateEnvironment,
ConfigureKeywords,
RecordRenderGraph,
PrepareLightsForGPU,
PrepareGPULightdata,
PrepareGPUProbeData,
ConvertLightsGpuFormat,
ProcessVisibleLights,
ProcessDirectionalAndCookies,
SortVisibleLights,
BuildVisibleLightEntities,
ProcessShadows,
ComputeShadowCullingSplits,
CalculateLightDataTextureInfo,
CalculateShadowIndices,
UpdateDirectionalShadowData,
EditorOnlyDebugSelectedLightShadow,
// Profile sampler for shadow
RenderShadowMaps,
RenderMomentShadowMaps,
RenderEVSMShadowMaps,
RenderEVSMShadowMapsBlur,
RenderEVSMShadowMapsCopyToAtlas,
BlitDirectionalMixedCachedShadowMaps,
BlitPunctualMixedCachedShadowMaps,
BlitAreaMixedCachedShadowMaps,
// Profile sampler for tile pass
TileClusterLightingDebug,
DisplayShadows,
RenderDeferredLightingCompute,
// Misc
VolumeUpdate,
CustomPassVolumeUpdate,
OffscreenUIRendering,
ComputeThickness,
// XR
XRMirrorView,
XRCustomMirrorView,
XRDepthCopy,
// Low res transparency
DownsampleDepth,
LowResTransparent,
CombineAndUpsampleTransparent,
UpsampleLowResTransparent,
CombineTransparents,
// Line Rendering
LineRenderingSetup,
LineRenderingComposite,
// Decal
UpdateShaderGraphDecalTexture,
UpdateDecalAtlasMipmaps,
// Post-processing
AlphaCopy,
StopNaNs,
FixedExposure,
DynamicExposure,
ApplyExposure,
TemporalAntialiasing,
UpscalerColorMask,
FSR2,
DeepLearningSuperSampling,
DepthOfField,
DepthOfFieldKernel,
DepthOfFieldCoC,
DepthOfFieldPrefilter,
DepthOfFieldPyramid,
DepthOfFieldDilate,
DepthOfFieldTileMax,
DepthOfFieldGatherFar,
DepthOfFieldGatherNear,
DepthOfFieldPreCombine,
DepthOfFieldCombine,
DepthOfFieldComputeSlowTiles,
DepthOfFieldApertureShape,
LensFlareScreenSpace,
LensFlareDataDriven,
LensFlareComputeOcclusionDataDriven,
LensFlareMergeOcclusionDataDriven,
MotionBlur,
MotionBlurMotionVecPrep,
MotionBlurTileMinMax,
MotionBlurTileNeighbourhood,
MotionBlurTileScattering,
MotionBlurKernel,
PaniniProjection,
Bloom,
ColorGradingLUTBuilder,
UberPost,
FXAA,
SMAA,
SceneUpsampling,
SetResolutionGroup,
FinalPost,
FinalImageHistogram,
HDRDebugData,
CustomPostProcessBeforeTAA,
CustomPostProcessBeforePP,
CustomPostProcessAfterPPBlurs,
CustomPostProcessAfterPP,
CustomPostProcessAfterOpaqueAndSky,
Sharpening,
ContrastAdaptiveSharpen,
EdgeAdaptiveSpatialUpsampling,
CustomPassBufferClearDebug,
// Temp
APVSamplingDebug,
AOVExecute,
AOVOutput,
#if ENABLE_VIRTUALTEXTURES
VTFeedbackDownsample,
#endif
}
}