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Update all generated files

/improve-shader-generator-data
Sebastien Lagarde 7 年前
当前提交
57ca73ef
共有 6 个文件被更改,包括 151 次插入523 次删除
  1. 28
      ScriptableRenderPipeline/Core/CoreRP/GeometryUtils.cs.hlsl
  2. 44
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBase.cs.hlsl
  3. 362
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs.hlsl
  4. 80
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs.hlsl
  5. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs.hlsl
  6. 148
      TestbedPipelines/Fptl/LightDefinitions.cs.hlsl

28
ScriptableRenderPipeline/Core/CoreRP/GeometryUtils.cs.hlsl


float extentZ;
};
//
// Accessors for UnityEngine.Experimental.Rendering.OrientedBBox
//
float3 GetCenter(OrientedBBox value)
{
return value.center;
}
float GetExtentX(OrientedBBox value)
{
return value.extentX;
}
float3 GetRight(OrientedBBox value)
{
return value.right;
}
float GetExtentY(OrientedBBox value)
{
return value.extentY;
}
float3 GetUp(OrientedBBox value)
{
return value.up;
}
float GetExtentZ(OrientedBBox value)
{
return value.extentZ;
}
#endif

44
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBase.cs.hlsl


float normalBias;
};
//
// Accessors for UnityEngine.Experimental.Rendering.ShadowData
//
float4x4 GetWorldToShadow(ShadowData value)
{
return value.worldToShadow;
}
float4x4 GetShadowToWorld(ShadowData value)
{
return value.shadowToWorld;
}
float4 GetScaleOffset(ShadowData value)
{
return value.scaleOffset;
}
float4 GetTextureSize(ShadowData value)
{
return value.textureSize;
}
float4 GetTexelSizeRcp(ShadowData value)
{
return value.texelSizeRcp;
}
uint GetId(ShadowData value)
{
return value.id;
}
uint GetShadowType(ShadowData value)
{
return value.shadowType;
}
uint GetPayloadOffset(ShadowData value)
{
return value.payloadOffset;
}
float GetBias(ShadowData value)
{
return value.bias;
}
float GetNormalBias(ShadowData value)
{
return value.normalBias;
}
#endif

362
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs.hlsl


#define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
// PackingRules = Exact
// PackingRules = AtomicElement
float3 positionWS;
float positionWSX;
float positionWSY;
float positionWSZ;
float3 color;
float colorX;
float colorY;
float colorZ;
float3 forward;
float forwardX;
float forwardY;
float forwardZ;
float3 right;
float rightX;
float rightY;
float rightZ;
float3 up;
float upX;
float upY;
float upZ;
float2 fadeDistanceScaleAndBias;
float fadeDistanceScaleAndBiasX;
float fadeDistanceScaleAndBiasY;
float4 shadowMaskSelector;
float shadowMaskSelectorX;
float shadowMaskSelectorY;
float shadowMaskSelectorZ;
float shadowMaskSelectorW;
// PackingRules = Exact
// PackingRules = AtomicElement
float3 positionWS;
float positionWSX;
float positionWSY;
float positionWSZ;
float3 color;
float colorX;
float colorY;
float colorZ;
float3 forward;
float forwardX;
float forwardY;
float forwardZ;
float3 right;
float rightX;
float rightY;
float rightZ;
float3 up;
float upX;
float upY;
float upZ;
float4 shadowMaskSelector;
float2 size;
float shadowMaskSelectorX;
float shadowMaskSelectorY;
float shadowMaskSelectorZ;
float shadowMaskSelectorW;
float sizeX;
float sizeY;
// PackingRules = Exact
// PackingRules = AtomicElement
};
//

{
return value.positionWS;
return float3(value.positionWSX, value.positionWSY, value.positionWSZ);
}
int GetTileCookie(DirectionalLightData value)
{

{
return value.color;
return float3(value.colorX, value.colorY, value.colorZ);
}
int GetShadowIndex(DirectionalLightData value)
{

{
return value.forward;
return float3(value.forwardX, value.forwardY, value.forwardZ);
}
int GetCookieIndex(DirectionalLightData value)
{

{
return value.right;
return float3(value.rightX, value.rightY, value.rightZ);
}
float GetSpecularScale(DirectionalLightData value)
{

{
return value.up;
return float3(value.upX, value.upY, value.upZ);
}
float GetDiffuseScale(DirectionalLightData value)
{

{
return value.fadeDistanceScaleAndBias;
return float2(value.fadeDistanceScaleAndBiasX, value.fadeDistanceScaleAndBiasY);
}
float GetUnused0(DirectionalLightData value)
{

}
float4 GetShadowMaskSelector(DirectionalLightData value)
{
return value.shadowMaskSelector;
return float4(value.shadowMaskSelectorX, value.shadowMaskSelectorY, value.shadowMaskSelectorZ, value.shadowMaskSelectorW);
}
//

{
return value.positionWS;
return float3(value.positionWSX, value.positionWSY, value.positionWSZ);
}
float GetInvSqrAttenuationRadius(LightData value)
{

{
return value.color;
return float3(value.colorX, value.colorY, value.colorZ);
}
int GetShadowIndex(LightData value)
{

{
return value.forward;
return float3(value.forwardX, value.forwardY, value.forwardZ);
}
int GetCookieIndex(LightData value)
{

{
return value.right;
return float3(value.rightX, value.rightY, value.rightZ);
}
float GetSpecularScale(LightData value)
{

{
return value.up;
return float3(value.upX, value.upY, value.upZ);
}
float GetDiffuseScale(LightData value)
{

}
float4 GetShadowMaskSelector(LightData value)
{
return value.shadowMaskSelector;
return float4(value.shadowMaskSelectorX, value.shadowMaskSelectorY, value.shadowMaskSelectorZ, value.shadowMaskSelectorW);
return value.size;
return float2(value.sizeX, value.sizeY);
}
int GetLightType(LightData value)
{

//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
//
float GetCapturePositionWSX(EnvLightData value)
float3 GetCapturePositionWS(EnvLightData value)
return value.capturePositionWSX;
}
float GetCapturePositionWSY(EnvLightData value)
{
return value.capturePositionWSY;
}
float GetCapturePositionWSZ(EnvLightData value)
{
return value.capturePositionWSZ;
return float3(value.capturePositionWSX, value.capturePositionWSY, value.capturePositionWSZ);
float GetProxyExtentsX(EnvLightData value)
float3 GetProxyExtents(EnvLightData value)
return value.proxyExtentsX;
}
float GetProxyExtentsY(EnvLightData value)
{
return value.proxyExtentsY;
}
float GetProxyExtentsZ(EnvLightData value)
{
return value.proxyExtentsZ;
return float3(value.proxyExtentsX, value.proxyExtentsY, value.proxyExtentsZ);
float GetProxyPositionWSX(EnvLightData value)
{
return value.proxyPositionWSX;
}
float GetProxyPositionWSY(EnvLightData value)
{
return value.proxyPositionWSY;
}
float GetProxyPositionWSZ(EnvLightData value)
{
return value.proxyPositionWSZ;
}
float GetProxyForwardX(EnvLightData value)
float3 GetProxyPositionWS(EnvLightData value)
return value.proxyForwardX;
return float3(value.proxyPositionWSX, value.proxyPositionWSY, value.proxyPositionWSZ);
float GetProxyForwardY(EnvLightData value)
float3 GetProxyForward(EnvLightData value)
return value.proxyForwardY;
return float3(value.proxyForwardX, value.proxyForwardY, value.proxyForwardZ);
float GetProxyForwardZ(EnvLightData value)
float3 GetProxyUp(EnvLightData value)
return value.proxyForwardZ;
return float3(value.proxyUpX, value.proxyUpY, value.proxyUpZ);
float GetProxyUpX(EnvLightData value)
{
return value.proxyUpX;
}
float GetProxyUpY(EnvLightData value)
{
return value.proxyUpY;
}
float GetProxyUpZ(EnvLightData value)
float3 GetProxyRight(EnvLightData value)
return value.proxyUpZ;
return float3(value.proxyRightX, value.proxyRightY, value.proxyRightZ);
float GetProxyRightX(EnvLightData value)
float3 GetInfluencePositionWS(EnvLightData value)
return value.proxyRightX;
return float3(value.influencePositionWSX, value.influencePositionWSY, value.influencePositionWSZ);
float GetProxyRightY(EnvLightData value)
float3 GetInfluenceForward(EnvLightData value)
return value.proxyRightY;
return float3(value.influenceForwardX, value.influenceForwardY, value.influenceForwardZ);
float GetProxyRightZ(EnvLightData value)
float3 GetInfluenceUp(EnvLightData value)
return value.proxyRightZ;
return float3(value.influenceUpX, value.influenceUpY, value.influenceUpZ);
float GetInfluencePositionWSX(EnvLightData value)
float3 GetInfluenceRight(EnvLightData value)
return value.influencePositionWSX;
return float3(value.influenceRightX, value.influenceRightY, value.influenceRightZ);
float GetInfluencePositionWSY(EnvLightData value)
float3 GetInfluenceExtents(EnvLightData value)
return value.influencePositionWSY;
}
float GetInfluencePositionWSZ(EnvLightData value)
{
return value.influencePositionWSZ;
}
float GetInfluenceForwardX(EnvLightData value)
{
return value.influenceForwardX;
}
float GetInfluenceForwardY(EnvLightData value)
{
return value.influenceForwardY;
}
float GetInfluenceForwardZ(EnvLightData value)
{
return value.influenceForwardZ;
}
float GetInfluenceUpX(EnvLightData value)
{
return value.influenceUpX;
}
float GetInfluenceUpY(EnvLightData value)
{
return value.influenceUpY;
}
float GetInfluenceUpZ(EnvLightData value)
{
return value.influenceUpZ;
}
float GetInfluenceRightX(EnvLightData value)
{
return value.influenceRightX;
}
float GetInfluenceRightY(EnvLightData value)
{
return value.influenceRightY;
}
float GetInfluenceRightZ(EnvLightData value)
{
return value.influenceRightZ;
}
float GetInfluenceExtentsX(EnvLightData value)
{
return value.influenceExtentsX;
}
float GetInfluenceExtentsY(EnvLightData value)
{
return value.influenceExtentsY;
}
float GetInfluenceExtentsZ(EnvLightData value)
{
return value.influenceExtentsZ;
return float3(value.influenceExtentsX, value.influenceExtentsY, value.influenceExtentsZ);
float GetBlendDistancePositiveX(EnvLightData value)
{
return value.blendDistancePositiveX;
}
float GetBlendDistancePositiveY(EnvLightData value)
{
return value.blendDistancePositiveY;
}
float GetBlendDistancePositiveZ(EnvLightData value)
{
return value.blendDistancePositiveZ;
}
float GetBlendDistanceNegativeX(EnvLightData value)
{
return value.blendDistanceNegativeX;
}
float GetBlendDistanceNegativeY(EnvLightData value)
{
return value.blendDistanceNegativeY;
}
float GetBlendDistanceNegativeZ(EnvLightData value)
{
return value.blendDistanceNegativeZ;
}
float GetBlendNormalDistancePositiveX(EnvLightData value)
{
return value.blendNormalDistancePositiveX;
}
float GetBlendNormalDistancePositiveY(EnvLightData value)
{
return value.blendNormalDistancePositiveY;
}
float GetBlendNormalDistancePositiveZ(EnvLightData value)
{
return value.blendNormalDistancePositiveZ;
}
float GetBlendNormalDistanceNegativeX(EnvLightData value)
{
return value.blendNormalDistanceNegativeX;
}
float GetBlendNormalDistanceNegativeY(EnvLightData value)
float3 GetBlendDistancePositive(EnvLightData value)
return value.blendNormalDistanceNegativeY;
return float3(value.blendDistancePositiveX, value.blendDistancePositiveY, value.blendDistancePositiveZ);
float GetBlendNormalDistanceNegativeZ(EnvLightData value)
float3 GetBlendDistanceNegative(EnvLightData value)
return value.blendNormalDistanceNegativeZ;
return float3(value.blendDistanceNegativeX, value.blendDistanceNegativeY, value.blendDistanceNegativeZ);
float GetBoxSideFadePositiveX(EnvLightData value)
float3 GetBlendNormalDistancePositive(EnvLightData value)
return value.boxSideFadePositiveX;
return float3(value.blendNormalDistancePositiveX, value.blendNormalDistancePositiveY, value.blendNormalDistancePositiveZ);
float GetBoxSideFadePositiveY(EnvLightData value)
float3 GetBlendNormalDistanceNegative(EnvLightData value)
return value.boxSideFadePositiveY;
return float3(value.blendNormalDistanceNegativeX, value.blendNormalDistanceNegativeY, value.blendNormalDistanceNegativeZ);
float GetBoxSideFadePositiveZ(EnvLightData value)
float3 GetBoxSideFadePositive(EnvLightData value)
return value.boxSideFadePositiveZ;
return float3(value.boxSideFadePositiveX, value.boxSideFadePositiveY, value.boxSideFadePositiveZ);
float GetBoxSideFadeNegativeX(EnvLightData value)
float3 GetBoxSideFadeNegative(EnvLightData value)
return value.boxSideFadeNegativeX;
}
float GetBoxSideFadeNegativeY(EnvLightData value)
{
return value.boxSideFadeNegativeY;
}
float GetBoxSideFadeNegativeZ(EnvLightData value)
{
return value.boxSideFadeNegativeZ;
return float3(value.boxSideFadeNegativeX, value.boxSideFadeNegativeY, value.boxSideFadeNegativeZ);
}
float GetDimmer(EnvLightData value)
{

{
return value.unused01;
}
float GetSampleDirectionDiscardWSX(EnvLightData value)
{
return value.sampleDirectionDiscardWSX;
}
float GetSampleDirectionDiscardWSY(EnvLightData value)
float3 GetSampleDirectionDiscardWS(EnvLightData value)
return value.sampleDirectionDiscardWSY;
}
float GetSampleDirectionDiscardWSZ(EnvLightData value)
{
return value.sampleDirectionDiscardWSZ;
return float3(value.sampleDirectionDiscardWSX, value.sampleDirectionDiscardWSY, value.sampleDirectionDiscardWSZ);
}
int GetEnvIndex(EnvLightData value)
{

80
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs.hlsl


float unused2;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.SFiniteLightBound
//
float3 GetBoxAxisX(SFiniteLightBound value)
{
return value.boxAxisX;
}
float3 GetBoxAxisY(SFiniteLightBound value)
{
return value.boxAxisY;
}
float3 GetBoxAxisZ(SFiniteLightBound value)
{
return value.boxAxisZ;
}
float3 GetCenter(SFiniteLightBound value)
{
return value.center;
}
float2 GetScaleXY(SFiniteLightBound value)
{
return value.scaleXY;
}
float GetRadius(SFiniteLightBound value)
{
return value.radius;
}
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightVolumeData
//
float3 GetLightPos(LightVolumeData value)
{
return value.lightPos;
}
uint GetLightVolume(LightVolumeData value)
{
return value.lightVolume;
}
float3 GetLightAxisX(LightVolumeData value)
{
return value.lightAxisX;
}
uint GetLightCategory(LightVolumeData value)
{
return value.lightCategory;
}
float3 GetLightAxisY(LightVolumeData value)
{
return value.lightAxisY;
}
float GetRadiusSq(LightVolumeData value)
{
return value.radiusSq;
}
float3 GetLightAxisZ(LightVolumeData value)
{
return value.lightAxisZ;
}
float GetCotan(LightVolumeData value)
{
return value.cotan;
}
float3 GetBoxInnerDist(LightVolumeData value)
{
return value.boxInnerDist;
}
uint GetFeatureFlags(LightVolumeData value)
{
return value.featureFlags;
}
float3 GetBoxInvRange(LightVolumeData value)
{
return value.boxInvRange;
}
float GetUnused2(LightVolumeData value)
{
return value.unused2;
}
#endif

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs.hlsl


float extinction;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.VolumeProperties
//
float3 GetScattering(VolumeProperties value)
{
return value.scattering;
}
float GetExtinction(VolumeProperties value)
{
return value.extinction;
}
#endif

148
TestbedPipelines/Fptl/LightDefinitions.cs.hlsl


float pad1;
};
//
// Accessors for SFiniteLightData
//
float GetPenumbra(SFiniteLightData value)
{
return value.penumbra;
}
int GetFlags(SFiniteLightData value)
{
return value.flags;
}
uint GetLightType(SFiniteLightData value)
{
return value.lightType;
}
uint GetLightModel(SFiniteLightData value)
{
return value.lightModel;
}
float3 GetLightPos(SFiniteLightData value)
{
return value.lightPos;
}
float GetLightIntensity(SFiniteLightData value)
{
return value.lightIntensity;
}
float3 GetLightAxisX(SFiniteLightData value)
{
return value.lightAxisX;
}
float GetRecipRange(SFiniteLightData value)
{
return value.recipRange;
}
float3 GetLightAxisY(SFiniteLightData value)
{
return value.lightAxisY;
}
float GetRadiusSq(SFiniteLightData value)
{
return value.radiusSq;
}
float3 GetLightAxisZ(SFiniteLightData value)
{
return value.lightAxisZ;
}
float GetCotan(SFiniteLightData value)
{
return value.cotan;
}
float3 GetColor(SFiniteLightData value)
{
return value.color;
}
int GetSliceIndex(SFiniteLightData value)
{
return value.sliceIndex;
}
float3 GetBoxInnerDist(SFiniteLightData value)
{
return value.boxInnerDist;
}
float GetDecodeExp(SFiniteLightData value)
{
return value.decodeExp;
}
float3 GetBoxInvRange(SFiniteLightData value)
{
return value.boxInvRange;
}
uint GetShadowLightIndex(SFiniteLightData value)
{
return value.shadowLightIndex;
}
float3 GetLocalCubeCapturePoint(SFiniteLightData value)
{
return value.localCubeCapturePoint;
}
float GetProbeBlendDistance(SFiniteLightData value)
{
return value.probeBlendDistance;
}
//
// Accessors for SFiniteLightBound
//
float3 GetBoxAxisX(SFiniteLightBound value)
{
return value.boxAxisX;
}
float3 GetBoxAxisY(SFiniteLightBound value)
{
return value.boxAxisY;
}
float3 GetBoxAxisZ(SFiniteLightBound value)
{
return value.boxAxisZ;
}
float3 GetCenter(SFiniteLightBound value)
{
return value.center;
}
float2 GetScaleXY(SFiniteLightBound value)
{
return value.scaleXY;
}
float GetRadius(SFiniteLightBound value)
{
return value.radius;
}
//
// Accessors for DirectionalLight
//
float3 GetColor(DirectionalLight value)
{
return value.color;
}
float GetIntensity(DirectionalLight value)
{
return value.intensity;
}
float3 GetLightAxisX(DirectionalLight value)
{
return value.lightAxisX;
}
uint GetShadowLightIndex(DirectionalLight value)
{
return value.shadowLightIndex;
}
float3 GetLightAxisY(DirectionalLight value)
{
return value.lightAxisY;
}
float GetPad0(DirectionalLight value)
{
return value.pad0;
}
float3 GetLightAxisZ(DirectionalLight value)
{
return value.lightAxisZ;
}
float GetPad1(DirectionalLight value)
{
return value.pad1;
}
#endif
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