// // This file was automatically generated. Please don't edit by hand. // #ifndef LIT_CS_HLSL #define LIT_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_LIT_STANDARD (1) #define MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR (2) #define MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING (4) #define MATERIALFEATUREFLAGS_LIT_TRANSMISSION (8) #define MATERIALFEATUREFLAGS_LIT_ANISOTROPY (16) #define MATERIALFEATUREFLAGS_LIT_IRIDESCENCE (32) #define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (64) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields // #define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_FEATURES (1000) #define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1001) #define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1002) #define DEBUGVIEW_LIT_SURFACEDATA_NORMAL (1003) #define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_VIEW_SPACE (1004) #define DEBUGVIEW_LIT_SURFACEDATA_SMOOTHNESS (1005) #define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1006) #define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1007) #define DEBUGVIEW_LIT_SURFACEDATA_COAT_MASK (1008) #define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1009) #define DEBUGVIEW_LIT_SURFACEDATA_DIFFUSION_PROFILE (1010) #define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_MASK (1011) #define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1012) #define DEBUGVIEW_LIT_SURFACEDATA_TANGENT (1013) #define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1014) #define DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS (1015) #define DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_MASK (1016) #define DEBUGVIEW_LIT_SURFACEDATA_INDEX_OF_REFRACTION (1017) #define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1018) #define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_ABSORPTION_DISTANCE (1019) #define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK (1020) // // UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData: static fields // #define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_FEATURES (1050) #define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1051) #define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1052) #define DEBUGVIEW_LIT_BSDFDATA_AMBIENT_OCCLUSION (1053) #define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1054) #define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1055) #define DEBUGVIEW_LIT_BSDFDATA_NORMAL_VIEW_SPACE (1056) #define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1057) #define DEBUGVIEW_LIT_BSDFDATA_COAT_MASK (1058) #define DEBUGVIEW_LIT_BSDFDATA_DIFFUSION_PROFILE (1059) #define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_MASK (1060) #define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1061) #define DEBUGVIEW_LIT_BSDFDATA_USE_THICK_OBJECT_MODE (1062) #define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1063) #define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1064) #define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1065) #define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1066) #define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1067) #define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1068) #define DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_THICKNESS (1069) #define DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_MASK (1070) #define DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS (1071) #define DEBUGVIEW_LIT_BSDFDATA_IOR (1072) #define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1073) #define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK (1074) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float specularOcclusion; float3 normalWS; float perceptualSmoothness; float ambientOcclusion; float metallic; float coatMask; float3 specularColor; uint diffusionProfile; float subsurfaceMask; float thickness; float3 tangentWS; float anisotropy; float iridescenceThickness; float iridescenceMask; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float ambientOcclusion; float specularOcclusion; float3 normalWS; float perceptualRoughness; float coatMask; uint diffusionProfile; float subsurfaceMask; float thickness; bool useThickObjectMode; float3 transmittance; float3 tangentWS; float3 bitangentWS; float roughnessT; float roughnessB; float anisotropy; float iridescenceThickness; float iridescenceMask; float coatRoughness; 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_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; 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: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_METALLIC: result = surfacedata.metallic.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_COAT_MASK: result = surfacedata.coatMask.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR: result = surfacedata.specularColor; needLinearToSRGB = true; break; case DEBUGVIEW_LIT_SURFACEDATA_DIFFUSION_PROFILE: result = GetIndexColor(surfacedata.diffusionProfile); break; case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_MASK: result = surfacedata.subsurfaceMask.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS: result = surfacedata.thickness.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_TANGENT: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY: result = surfacedata.anisotropy.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS: result = surfacedata.iridescenceThickness.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_MASK: result = surfacedata.iridescenceMask.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_INDEX_OF_REFRACTION: result = surfacedata.ior.xxx; break; case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR: result = surfacedata.transmittanceColor; break; case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_ABSORPTION_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_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; 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_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; 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_NORMAL_VIEW_SPACE: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_COAT_MASK: result = bsdfdata.coatMask.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_DIFFUSION_PROFILE: result = GetIndexColor(bsdfdata.diffusionProfile); break; case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_MASK: result = bsdfdata.subsurfaceMask.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_THICKNESS: result = bsdfdata.thickness.xxx; break; case DEBUGVIEW_LIT_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_LIT_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; 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_IRIDESCENCE_THICKNESS: result = bsdfdata.iridescenceThickness.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_MASK: result = bsdfdata.iridescenceMask.xxx; break; case DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS: result = bsdfdata.coatRoughness.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