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PBR debug visualisations #5398
PBR debug visualisations #5398
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Couple of nitpicks, but otherwise I really like this.
Co-authored-by: Charles <c.giguere42@gmail.com>
bors try |
tryBuild failed: |
I haven't reviewed this deeply, but I don't see anything about tonemapping in this PR. Some of these modes should maybe disable tonemapping, as we want to see the raw output without adjustments. |
Yeah, tonemapping didn't exist when this PR was created. |
This appears to have gone stale and perhaps needs significant rewrites. I propose we close this an open an issue for the feature/adoption. |
Closing as stale, existing issue suffices. Feel free to re-open Rob, this looked really neat. |
Objective
Solution
PbrDebug
enum resource covering a bunch of casesPbrDebug::None
SpecializedMeshPipelines
mesh and vertex layout caches that map from mesh and vertex layouts to specialised render pipelines. This is necessary as thePbrDebug
lives outside of and affects all pipelines. Or at least all PBR pipelines, but this was a simple approach.v
in thescene_viewer
tool to cycle through the PBR debug visualisationsNormal-mapped normals:
Changelog
PbrDebug
resource to control debug visualizations.