// // This file was automatically generated. Please don't edit by hand. // #ifndef LIT_CS_HLSL #define LIT_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialId: static fields // #define MATERIALID_LIT_SSS (0) #define MATERIALID_LIT_STANDARD (1) #define MATERIALID_LIT_ANISO (2) #define MATERIALID_LIT_CLEAR_COAT (3) #define MATERIALID_LIT_SPECULAR (4) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_LIT_SSS (1) #define MATERIALFEATUREFLAGS_LIT_STANDARD (2) #define MATERIALFEATUREFLAGS_LIT_ANISO (4) #define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (8) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+StandardDefinitions: static fields // #define GBUFFER_LIT_STANDARD_REGULAR_ID (0) #define GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID (1) #define DEFAULT_SPECULAR_VALUE (0.04) #define SKIN_SPECULAR_VALUE (0.028) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+RefractionMode: static fields // #define REFRACTIONMODE_NONE (0) #define REFRACTIONMODE_PLANE (1) #define REFRACTIONMODE_SPHERE (2) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields // #define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000) #define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1001) #define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS (1002) #define DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (1003) #define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID (1004) #define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1005) #define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006) #define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007) #define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008) #define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1009) #define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1010) #define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1011) #define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1012) #define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013) #define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014) #define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015) #define DEBUGVIEW_LIT_SURFACEDATA_IOR (1016) #define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1017) #define DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE (1018) #define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK (1019) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData: static fields // #define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030) #define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1031) #define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1032) #define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1033) #define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1034) #define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID (1035) #define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1036) #define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1037) #define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1038) #define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1039) #define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1040) #define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS (1041) #define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1042) #define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE (1043) #define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1044) #define DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE (1045) #define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1046) #define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1047) #define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1048) #define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1049) #define DEBUGVIEW_LIT_BSDFDATA_IOR (1050) #define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1051) #define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK (1052) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields // #define GBUFFERMATERIAL_COUNT (4) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData // PackingRules = Exact struct SurfaceData { float3 baseColor; float specularOcclusion; float3 normalWS; float perceptualSmoothness; int materialId; float ambientOcclusion; float3 tangentWS; float anisotropy; float metallic; float subsurfaceRadius; float thickness; int subsurfaceProfile; float3 specularColor; float3 coatNormalWS; float coatCoverage; float coatIOR; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData // PackingRules = Exact struct BSDFData { float3 diffuseColor; float3 fresnel0; float specularOcclusion; float3 normalWS; float perceptualRoughness; int materialId; float3 tangentWS; float3 bitangentWS; float roughnessT; float roughnessB; float anisotropy; float subsurfaceRadius; float thickness; int subsurfaceProfile; bool enableTransmission; bool useThinObjectMode; float3 transmittance; float3 coatNormalWS; float coatCoverage; float coatIOR; float ior; float3 absorptionCoefficient; float transmittanceMask; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION: result = surfacedata.specularOcclusion.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID: result = GetIndexColor(surfacedata.materialId); break; case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY: result = surfacedata.anisotropy.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_METALLIC: result = surfacedata.metallic.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS: result = surfacedata.subsurfaceRadius.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS: result = surfacedata.thickness.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE: result = GetIndexColor(surfacedata.subsurfaceProfile); break; case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR: result = surfacedata.specularColor; needLinearToSRGB = true; break; case DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS: result = surfacedata.coatNormalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE: result = surfacedata.coatCoverage.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR: result = surfacedata.coatIOR.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_IOR: result = surfacedata.ior.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR: result = surfacedata.transmittanceColor; break; case DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE: result = surfacedata.atDistance.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK: result = surfacedata.transmittanceMask.xxx; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_LIT_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION: result = bsdfdata.specularOcclusion.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID: result = GetIndexColor(bsdfdata.materialId); break; case DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS: result = bsdfdata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS: result = bsdfdata.bitangentWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T: result = bsdfdata.roughnessT.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B: result = bsdfdata.roughnessB.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY: result = bsdfdata.anisotropy.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS: result = bsdfdata.subsurfaceRadius.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_THICKNESS: result = bsdfdata.thickness.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE: result = GetIndexColor(bsdfdata.subsurfaceProfile); break; case DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION: result = (bsdfdata.enableTransmission) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0); break; case DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE: result = (bsdfdata.useThinObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0); break; case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; break; case DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS: result = bsdfdata.coatNormalWS; break; case DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE: result = bsdfdata.coatCoverage.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR: result = bsdfdata.coatIOR.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_IOR: result = bsdfdata.ior.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT: result = bsdfdata.absorptionCoefficient; break; case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK: result = bsdfdata.transmittanceMask.xxx; break; } } #endif