// // This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand. // #ifndef UNLIT_CS_HLSL #define UNLIT_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Unlit+SurfaceData: static fields // #define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (1100) // // UnityEngine.Experimental.Rendering.HDPipeline.Unlit+BSDFData: static fields // #define DEBUGVIEW_UNLIT_BSDFDATA_COLOR (1130) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit+SurfaceData // PackingRules = Exact struct SurfaceData { float3 color; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit+BSDFData // PackingRules = Exact struct BSDFData { float3 color; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR: result = surfacedata.color; needLinearToSRGB = true; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_UNLIT_BSDFDATA_COLOR: result = bsdfdata.color; needLinearToSRGB = true; break; } } #endif