// // 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_LIT_STANDARD (1) // // 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_NORMAL (1302) #define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE (1303) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1304) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1305) #define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1306) #define DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC (1307) // // 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_NORMAL_WS (1403) #define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE (1404) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A (1405) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B (1406) #define DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIXING (1407) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT (1408) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB (1409) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT (1410) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB (1411) #define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY (1412) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float3 normalWS; float perceptualSmoothnessA; float perceptualSmoothnessB; float lobeMix; float metallic; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float3 normalWS; float perceptualRoughnessA; float perceptualRoughnessB; float lobeMix; float roughnessAT; float roughnessAB; float roughnessBT; float roughnessBB; float anisotropy; }; // // 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_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_METALLIC: result = surfacedata.metallic.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_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_MIXING: result = bsdfdata.lobeMix.xxx; 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; } } #endif