// // This file was automatically generated. Please don't edit by hand. // #ifndef BUILTINDATA_CS_HLSL #define BUILTINDATA_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData: static fields // #define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) #define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_0 (102) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_1 (103) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_2 (104) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_3 (105) #define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (106) #define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (107) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (108) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (109) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (110) // // UnityEngine.Experimental.Rendering.HDPipeline.Builtin+LightTransportData: static fields // #define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR (150) #define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR (151) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData // PackingRules = Exact struct BuiltinData { float opacity; float3 bakeDiffuseLighting; float shadowMask0; float shadowMask1; float shadowMask2; float shadowMask3; float3 emissiveColor; float2 velocity; float2 distortion; float distortionBlur; float depthOffset; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+LightTransportData // PackingRules = Exact struct LightTransportData { float3 diffuseColor; float3 emissiveColor; }; // // Debug functions // void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY: result = builtindata.opacity.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: result = builtindata.bakeDiffuseLighting; needLinearToSRGB = true; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_0: result = builtindata.shadowMask0.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_1: result = builtindata.shadowMask1.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_2: result = builtindata.shadowMask2.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_3: result = builtindata.shadowMask3.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR: result = builtindata.emissiveColor; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY: result = float3(builtindata.velocity, 0.0); break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION: result = float3(builtindata.distortion, 0.0); break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR: result = builtindata.distortionBlur.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET: result = builtindata.depthOffset.xxx; break; } } // // Debug functions // void GetGeneratedLightTransportDataDebug(uint paramId, LightTransportData lighttransportdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR: result = lighttransportdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR: result = lighttransportdata.emissiveColor; break; } } #endif