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, VolumetricCloudsDepthDownscale, VolumetricCloudsTrace, VolumetricCloudsReproject, VolumetricCloudsPreUpscale, VolumetricCloudsUpscale, VolumetricCloudsCombine, VolumetricCloudsShadow, VolumetricCloudMapGeneration, VolumetricCloudsAmbientProbe, // Water surface WaterSurfaceUpdate, WaterSurfaceSimulation, WaterSurfaceDeformation, WaterSurfaceCaustics, WaterSurfaceFoam, 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, 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 } }