using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { public partial class Decal { // Main structure that store the user data (i.e user input of master node in material graph) [GenerateHLSL(PackingRules.Exact, false, true, 10000)] public struct DecalSurfaceData { [SurfaceDataAttributes("Base Color", false, true)] public Vector4 baseColor; [SurfaceDataAttributes("Normal", true)] public Vector4 normalWS; [SurfaceDataAttributes("Mask", true)] public Vector4 mask; [SurfaceDataAttributes("HTileMask")] public uint HTileMask; }; [GenerateHLSL(PackingRules.Exact)] public enum DBufferMaterial { // Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework Count = 3 }; [GenerateHLSL(PackingRules.Exact)] public enum DBufferHTileBit { Diffuse = 1, Normal = 2, Mask = 4 }; //----------------------------------------------------------------------------- // DBuffer management //----------------------------------------------------------------------------- // should this be combined into common class shared with Lit.cs??? static public int GetMaterialDBufferCount() { return (int)DBufferMaterial.Count; } static RenderTextureFormat[] m_RTFormat = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32 }; static bool[] m_sRGBFlags= { true, false, false }; static public void GetMaterialDBufferDescription(out RenderTextureFormat[] RTFormat, out bool[] sRGBFlags) { RTFormat = m_RTFormat; sRGBFlags = m_sRGBFlags; } } // normalToWorld.m03 - total blend factor // normalToWorld.m13 - diffuse texture index in atlas // normalToWorld.m23 - normal texture index in atlas // normalToWorld.m33 - mask texture index in atlas [GenerateHLSL] public struct DecalData { public Matrix4x4 worldToDecal; public Matrix4x4 normalToWorld; }; }