// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
/* Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
// We don't store any materialId for aniso but instead deduce it from LitStandard + value of specular + anisotropy parameters
// Consequence is that when querying materialId alone, it will read 2 RT and not only one. This may be a performance hit when only materialId is desired (like in material classification pass)
// Alternative is to use a materialId slot, if any are available.
LitAniso=4,
LitAniso=2,
LitClearCoat=3,
LitSpecular=5,
LitSpecular=4,
};
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
/* 30 */ LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
/* 25 */ LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
};
uint FeatureFlagsToTileVariant(uint featureFlags)
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = surfaceData.specularColor;
}
else if (bsdfData.materialId == MATERIALID_LIT_SSS)
else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID value in GBuffer2
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_ANISOTROPIC_ID value in GBuffer2