// This file was automatically generated. Please don't edit by hand.
//
#ifndef SHADERNAME_CS_HLSL
#define SHADERNAME_CS_HLSL
#ifndef CLOTH_CS_HLSL
#define CLOTH_CS_HLSL
// UnityEngine.Experimental.Rendering.HDPipeline.ShaderName+SurfaceData: static fields
// UnityEngine.Experimental.Rendering.HDPipeline.Cloth+MaterialFeatureFlags: static fields
#define DEBUGVIEW_SHADERNAME_SURFACEDATA_BASE_COLOR (10000)
#define DEBUGVIEW_SHADERNAME_SURFACEDATA_NORMAL (10001)
#define MATERIALFEATUREFLAGS_CLOTH_COTTON_WOOL (1)
#define MATERIALFEATUREFLAGS_CLOTH_SILK (2)
#define MATERIALFEATUREFLAGS_CLOTH_SUBSURFACE_SCATTERING (4)
#define MATERIALFEATUREFLAGS_COTH_TRANSMISSION (8)
// UnityEngine.Experimental.Rendering.HDPipeline.ShaderName+BSDFData: static fields
// UnityEngine.Experimental.Rendering.HDPipeline.Cloth+SurfaceData: static fields
#define DEBUGVIEW_SHADERNAME_BSDFDATA_DIFFUSE_COLOR (10100)
#define DEBUGVIEW_SHADERNAME_BSDFDATA_NORMAL (10101)
#define DEBUGVIEW_CLOTH_SURFACEDATA_MATERIAL_FEATURES (1300)
#define DEBUGVIEW_CLOTH_SURFACEDATA_BASE_COLOR (1301)
#define DEBUGVIEW_CLOTH_SURFACEDATA_SPECULAR_OCCLUSION (1302)
#define DEBUGVIEW_CLOTH_SURFACEDATA_NORMAL (1303)
#define DEBUGVIEW_CLOTH_SURFACEDATA_NORMAL_VIEW_SPACE (1304)
#define DEBUGVIEW_CLOTH_SURFACEDATA_SMOOTHNESS (1305)
#define DEBUGVIEW_CLOTH_SURFACEDATA_AMBIENT_OCCLUSION (1306)
#define DEBUGVIEW_CLOTH_SURFACEDATA_FUZZ_TINT (1307)
#define DEBUGVIEW_CLOTH_SURFACEDATA_DIFFUSION_PROFILE (1308)
#define DEBUGVIEW_CLOTH_SURFACEDATA_SUBSURFACE_MASK (1309)
#define DEBUGVIEW_CLOTH_SURFACEDATA_THICKNESS (1310)
#define DEBUGVIEW_CLOTH_SURFACEDATA_TANGENT (1311)
#define DEBUGVIEW_CLOTH_SURFACEDATA_ANISOTROPY (1312)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Cloth+BSDFData: static fields
//
#define DEBUGVIEW_CLOTH_BSDFDATA_MATERIAL_FEATURES (1350)
#define DEBUGVIEW_CLOTH_BSDFDATA_DIFFUSE_COLOR (1351)
#define DEBUGVIEW_CLOTH_BSDFDATA_FRESNEL0 (1352)
#define DEBUGVIEW_CLOTH_BSDFDATA_SPECULAR_OCCLUSION (1353)
#define DEBUGVIEW_CLOTH_BSDFDATA_NORMAL_WS (1354)
#define DEBUGVIEW_CLOTH_BSDFDATA_NORMAL_VIEW_SPACE (1355)
#define DEBUGVIEW_CLOTH_BSDFDATA_PERCEPTUAL_ROUGHNESS (1356)
#define DEBUGVIEW_CLOTH_BSDFDATA_DIFFUSION_PROFILE (1357)
#define DEBUGVIEW_CLOTH_BSDFDATA_SUBSURFACE_MASK (1358)
#define DEBUGVIEW_CLOTH_BSDFDATA_THICKNESS (1359)
#define DEBUGVIEW_CLOTH_BSDFDATA_USE_THICK_OBJECT_MODE (1360)
#define DEBUGVIEW_CLOTH_BSDFDATA_TRANSMITTANCE (1361)
#define DEBUGVIEW_CLOTH_BSDFDATA_TANGENT_WS (1362)
#define DEBUGVIEW_CLOTH_BSDFDATA_BITANGENT_WS (1363)
#define DEBUGVIEW_CLOTH_BSDFDATA_ROUGHNESS_T (1364)
#define DEBUGVIEW_CLOTH_BSDFDATA_ROUGHNESS_B (1365)
#define DEBUGVIEW_CLOTH_BSDFDATA_ANISOTROPY (1366)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ShaderName+SurfaceData
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Cloth+SurfaceData
uint materialFeatures;
float specularOcclusion;
float perceptualSmoothness;
float ambientOcclusion;
float3 fuzzTint;
uint diffusionProfile;
float subsurfaceMask;
float thickness;
float3 tangentWS;
float anisotropy;
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ShaderName+BSDFData
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Cloth+BSDFData
uint materialFeatures;
float3 fresnel0;
float specularOcclusion;
float perceptualRoughness;
uint diffusionProfile;
float subsurfaceMask;
float thickness;
bool useThickObjectMode;
float3 transmittance;
float3 tangentWS;
float3 bitangentWS;
float roughnessT;
float roughnessB;
float anisotropy;
};
//
{
switch (paramId)
{
case DEBUGVIEW_SHADERNAME_SURFACEDATA_BASE_COLOR:
case DEBUGVIEW_CLOTH_SURFACEDATA_MATERIAL_FEATURES:
result = GetIndexColor(surfacedata.materialFeatures);
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_BASE_COLOR:
case DEBUGVIEW_SHADERNAME_SURFACEDATA_NORMAL:
case DEBUGVIEW_CLOTH_SURFACEDATA_SPECULAR_OCCLUSION:
result = surfacedata.specularOcclusion.xxx;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_NORMAL:
result = surfacedata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_NORMAL_VIEW_SPACE:
case DEBUGVIEW_CLOTH_SURFACEDATA_SMOOTHNESS:
result = surfacedata.perceptualSmoothness.xxx;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_AMBIENT_OCCLUSION:
result = surfacedata.ambientOcclusion.xxx;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_FUZZ_TINT:
result = surfacedata.fuzzTint;
needLinearToSRGB = true;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_DIFFUSION_PROFILE:
result = GetIndexColor(surfacedata.diffusionProfile);
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_SUBSURFACE_MASK:
result = surfacedata.subsurfaceMask.xxx;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_THICKNESS:
result = surfacedata.thickness.xxx;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_TANGENT:
result = surfacedata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CLOTH_SURFACEDATA_ANISOTROPY:
result = surfacedata.anisotropy.xxx;
break;
}
}
{
switch (paramId)
{
case DEBUGVIEW_SHADERNAME_BSDFDATA_DIFFUSE_COLOR:
case DEBUGVIEW_CLOTH_BSDFDATA_MATERIAL_FEATURES:
result = GetIndexColor(bsdfdata.materialFeatures);
break;
case DEBUGVIEW_CLOTH_BSDFDATA_DIFFUSE_COLOR:
case DEBUGVIEW_SHADERNAME_BSDFDATA_NORMAL:
case DEBUGVIEW_CLOTH_BSDFDATA_FRESNEL0:
result = bsdfdata.fresnel0;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_SPECULAR_OCCLUSION:
result = bsdfdata.specularOcclusion.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_NORMAL_WS:
break;
case DEBUGVIEW_CLOTH_BSDFDATA_NORMAL_VIEW_SPACE:
result = bsdfdata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_PERCEPTUAL_ROUGHNESS:
result = bsdfdata.perceptualRoughness.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_DIFFUSION_PROFILE:
result = GetIndexColor(bsdfdata.diffusionProfile);
break;
case DEBUGVIEW_CLOTH_BSDFDATA_SUBSURFACE_MASK:
result = bsdfdata.subsurfaceMask.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_THICKNESS:
result = bsdfdata.thickness.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_USE_THICK_OBJECT_MODE:
result = (bsdfdata.useThickObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
break;
case DEBUGVIEW_CLOTH_BSDFDATA_TRANSMITTANCE:
result = bsdfdata.transmittance;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_TANGENT_WS:
result = bsdfdata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_BITANGENT_WS:
result = bsdfdata.bitangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_ROUGHNESS_T:
result = bsdfdata.roughnessT.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_ROUGHNESS_B:
result = bsdfdata.roughnessB.xxx;
break;
case DEBUGVIEW_CLOTH_BSDFDATA_ANISOTROPY:
result = bsdfdata.anisotropy.xxx;
break;
}
}