// // This file was automatically generated. Please don't edit by hand. // #ifndef FABRIC_CS_HLSL #define FABRIC_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Fabric+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL (1) #define MATERIALFEATUREFLAGS_FABRIC_SILK (2) #define MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING (4) #define MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION (8) // // UnityEngine.Experimental.Rendering.HDPipeline.Fabric+SurfaceData: static fields // #define DEBUGVIEW_FABRIC_SURFACEDATA_MATERIAL_FEATURES (1300) #define DEBUGVIEW_FABRIC_SURFACEDATA_BASE_COLOR (1301) #define DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_OCCLUSION (1302) #define DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL (1303) #define DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL_VIEW_SPACE (1304) #define DEBUGVIEW_FABRIC_SURFACEDATA_SMOOTHNESS (1305) #define DEBUGVIEW_FABRIC_SURFACEDATA_AMBIENT_OCCLUSION (1306) #define DEBUGVIEW_FABRIC_SURFACEDATA_FUZZ_TINT (1307) #define DEBUGVIEW_FABRIC_SURFACEDATA_DIFFUSION_PROFILE (1308) #define DEBUGVIEW_FABRIC_SURFACEDATA_SUBSURFACE_MASK (1309) #define DEBUGVIEW_FABRIC_SURFACEDATA_THICKNESS (1310) #define DEBUGVIEW_FABRIC_SURFACEDATA_TANGENT (1311) #define DEBUGVIEW_FABRIC_SURFACEDATA_ANISOTROPY (1312) // // UnityEngine.Experimental.Rendering.HDPipeline.Fabric+BSDFData: static fields // #define DEBUGVIEW_FABRIC_BSDFDATA_MATERIAL_FEATURES (1350) #define DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSE_COLOR (1351) #define DEBUGVIEW_FABRIC_BSDFDATA_FRESNEL0 (1352) #define DEBUGVIEW_FABRIC_BSDFDATA_AMBIENT_OCCLUSION (1353) #define DEBUGVIEW_FABRIC_BSDFDATA_SPECULAR_OCCLUSION (1354) #define DEBUGVIEW_FABRIC_BSDFDATA_FUZZ_TINT (1355) #define DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_WS (1356) #define DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_VIEW_SPACE (1357) #define DEBUGVIEW_FABRIC_BSDFDATA_PERCEPTUAL_ROUGHNESS (1358) #define DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSION_PROFILE (1359) #define DEBUGVIEW_FABRIC_BSDFDATA_SUBSURFACE_MASK (1360) #define DEBUGVIEW_FABRIC_BSDFDATA_THICKNESS (1361) #define DEBUGVIEW_FABRIC_BSDFDATA_USE_THICK_OBJECT_MODE (1362) #define DEBUGVIEW_FABRIC_BSDFDATA_TRANSMITTANCE (1363) #define DEBUGVIEW_FABRIC_BSDFDATA_TANGENT_WS (1364) #define DEBUGVIEW_FABRIC_BSDFDATA_BITANGENT_WS (1365) #define DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_T (1366) #define DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_B (1367) #define DEBUGVIEW_FABRIC_BSDFDATA_ANISOTROPY (1368) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Fabric+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float specularOcclusion; float3 normalWS; float perceptualSmoothness; float ambientOcclusion; float3 fuzzTint; uint diffusionProfile; float subsurfaceMask; float thickness; float3 tangentWS; float anisotropy; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Fabric+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float ambientOcclusion; float specularOcclusion; float3 fuzzTint; float3 normalWS; float perceptualRoughness; uint diffusionProfile; float subsurfaceMask; float thickness; bool useThickObjectMode; float3 transmittance; float3 tangentWS; float3 bitangentWS; float roughnessT; float roughnessB; float anisotropy; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_FABRIC_SURFACEDATA_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; case DEBUGVIEW_FABRIC_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_OCCLUSION: result = surfacedata.specularOcclusion.xxx; break; case DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_SURFACEDATA_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_FABRIC_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_FABRIC_SURFACEDATA_FUZZ_TINT: result = surfacedata.fuzzTint; needLinearToSRGB = true; break; case DEBUGVIEW_FABRIC_SURFACEDATA_DIFFUSION_PROFILE: result = GetIndexColor(surfacedata.diffusionProfile); break; case DEBUGVIEW_FABRIC_SURFACEDATA_SUBSURFACE_MASK: result = surfacedata.subsurfaceMask.xxx; break; case DEBUGVIEW_FABRIC_SURFACEDATA_THICKNESS: result = surfacedata.thickness.xxx; break; case DEBUGVIEW_FABRIC_SURFACEDATA_TANGENT: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_SURFACEDATA_ANISOTROPY: result = surfacedata.anisotropy.xxx; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_FABRIC_BSDFDATA_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; case DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_FABRIC_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_FABRIC_BSDFDATA_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_SPECULAR_OCCLUSION: result = bsdfdata.specularOcclusion.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_FUZZ_TINT: result = bsdfdata.fuzzTint; break; case DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_WS: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_VIEW_SPACE: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSION_PROFILE: result = GetIndexColor(bsdfdata.diffusionProfile); break; case DEBUGVIEW_FABRIC_BSDFDATA_SUBSURFACE_MASK: result = bsdfdata.subsurfaceMask.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_THICKNESS: result = bsdfdata.thickness.xxx; break; case DEBUGVIEW_FABRIC_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_FABRIC_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; break; case DEBUGVIEW_FABRIC_BSDFDATA_TANGENT_WS: result = bsdfdata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_BSDFDATA_BITANGENT_WS: result = bsdfdata.bitangentWS * 0.5 + 0.5; break; case DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_T: result = bsdfdata.roughnessT.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_B: result = bsdfdata.roughnessB.xxx; break; case DEBUGVIEW_FABRIC_BSDFDATA_ANISOTROPY: result = bsdfdata.anisotropy.xxx; break; } } #endif