// // This file was automatically generated. Please don't edit by hand. // #ifndef STACKLIT_CS_HLSL #define STACKLIT_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.StackLit+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_STACK_LIT_STANDARD (1) #define MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE (2) #define MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY (4) #define MATERIALFEATUREFLAGS_STACK_LIT_COAT (8) #define MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE (16) #define MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING (32) #define MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION (64) // // UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData: static fields // #define DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES (1300) #define DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR (1301) #define DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION (1302) #define DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC (1303) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IOR (1304) #define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL (1305) #define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE (1306) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1307) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1308) #define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1309) #define DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT (1310) #define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY (1311) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR (1312) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS (1313) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS (1314) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR (1315) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS (1316) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT (1317) #define DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE (1318) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK (1319) #define DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS (1320) // // UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData: static fields // #define DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES (1400) #define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR (1401) #define DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0 (1402) #define DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION (1403) #define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS (1404) #define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE (1405) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A (1406) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B (1407) #define DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX (1408) #define DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS (1409) #define DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS (1410) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT (1411) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB (1412) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT (1413) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB (1414) #define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY (1415) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS (1416) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS (1417) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR (1418) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS (1419) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION (1420) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR (1421) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS (1422) #define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE (1423) #define DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK (1424) #define DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS (1425) #define DEBUGVIEW_STACKLIT_BSDFDATA_USE_THICK_OBJECT_MODE (1426) #define DEBUGVIEW_STACKLIT_BSDFDATA_TRANSMITTANCE (1427) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float ambientOcclusion; float metallic; float dielectricIor; float3 normalWS; float perceptualSmoothnessA; float perceptualSmoothnessB; float lobeMix; float3 tangentWS; float anisotropy; float iridescenceIor; float iridescenceThickness; float coatPerceptualSmoothness; float coatIor; float coatThickness; float3 coatExtinction; uint diffusionProfile; float subsurfaceMask; float thickness; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float ambientOcclusion; float3 normalWS; float perceptualRoughnessA; float perceptualRoughnessB; float lobeMix; float3 tangentWS; float3 bitangentWS; float roughnessAT; float roughnessAB; float roughnessBT; float roughnessBB; float anisotropy; float coatRoughness; float coatPerceptualRoughness; float coatIor; float coatThickness; float3 coatExtinction; float iridescenceIor; float iridescenceThickness; uint diffusionProfile; float subsurfaceMask; float thickness; bool useThickObjectMode; float3 transmittance; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC: result = surfacedata.metallic.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IOR: result = surfacedata.dielectricIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A: result = surfacedata.perceptualSmoothnessA.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B: result = surfacedata.perceptualSmoothnessB.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING: result = surfacedata.lobeMix.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY: result = surfacedata.anisotropy.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR: result = surfacedata.iridescenceIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS: result = surfacedata.iridescenceThickness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS: result = surfacedata.coatPerceptualSmoothness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR: result = surfacedata.coatIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS: result = surfacedata.coatThickness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT: result = surfacedata.coatExtinction; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE: result = GetIndexColor(surfacedata.diffusionProfile); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK: result = surfacedata.subsurfaceMask.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS: result = surfacedata.thickness.xxx; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A: result = bsdfdata.perceptualRoughnessA.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B: result = bsdfdata.perceptualRoughnessB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX: result = bsdfdata.lobeMix.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS: result = bsdfdata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS: result = bsdfdata.bitangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT: result = bsdfdata.roughnessAT.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB: result = bsdfdata.roughnessAB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT: result = bsdfdata.roughnessBT.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB: result = bsdfdata.roughnessBB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY: result = bsdfdata.anisotropy.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS: result = bsdfdata.coatRoughness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS: result = bsdfdata.coatPerceptualRoughness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR: result = bsdfdata.coatIor.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS: result = bsdfdata.coatThickness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION: result = bsdfdata.coatExtinction; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR: result = bsdfdata.iridescenceIor.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS: result = bsdfdata.iridescenceThickness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE: result = GetIndexColor(bsdfdata.diffusionProfile); break; case DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK: result = bsdfdata.subsurfaceMask.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS: result = bsdfdata.thickness.xxx; break; case DEBUGVIEW_STACKLIT_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_STACKLIT_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; break; } } #endif