#if UNITY_EDITOR using UnityEngine.Rendering.RenderGraphModule; #endif namespace UnityEngine.Rendering.Universal { static class LayerDebug { #if UNITY_EDITOR static internal bool enabled => FrameDebugger.enabled || RenderGraph.isRenderGraphViewerActive; static internal string GetDebugLayerNames(LayerBatch layerBatch) { var debugNames = string.Empty; var sortingLayers = Light2DManager.GetCachedSortingLayer(); foreach (var layer in sortingLayers) { if (layerBatch.IsValueWithinLayerRange(layer.value)) { if (debugNames == string.Empty) debugNames = layer.name; else debugNames += " | " + layer.name; } } return debugNames; } #endif static internal void FormatPassName(LayerBatch layerBatch, ref string passName) { #if UNITY_EDITOR if (enabled) passName += " - " + GetDebugLayerNames(layerBatch); #endif } static internal ProfilingSampler GetProfilingSampler(string passName, ProfilingSampler sampler) { #if UNITY_EDITOR if (enabled) return new ProfilingSampler(passName); #endif return sampler; } } }