// // This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Character/Character.cs. Please don't edit by hand. // #ifndef CHARACTER_CS_HLSL #define CHARACTER_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.Character+CharacterMaterialID: static fields // #define CHARACTERMATERIALID_SKIN (0) #define CHARACTERMATERIALID_HAIR (1) #define CHARACTERMATERIALID_EYE (2) // // UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData: static fields // #define DEBUGVIEW_CHARACTER_SURFACEDATA_DIFFUSE_COLOR (4000) #define DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION (4001) #define DEBUGVIEW_CHARACTER_SURFACEDATA_NORMAL_WS (4002) #define DEBUGVIEW_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (4003) #define DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION (4004) #define DEBUGVIEW_CHARACTER_SURFACEDATA_TANGENT_WS (4005) #define DEBUGVIEW_CHARACTER_SURFACEDATA_ANISOTROPY (4006) // // UnityEngine.Experimental.Rendering.HDPipeline.Character+BSDFData: static fields // #define DEBUGVIEW_CHARACTER_BSDFDATA_DIFFUSE_COLOR (4030) #define DEBUGVIEW_CHARACTER_BSDFDATA_FRESNEL0 (4031) #define DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION (4032) #define DEBUGVIEW_CHARACTER_BSDFDATA_NORMAL_WS (4033) #define DEBUGVIEW_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS (4034) #define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS (4035) #define DEBUGVIEW_CHARACTER_BSDFDATA_TANGENT_WS (4036) #define DEBUGVIEW_CHARACTER_BSDFDATA_BITANGENT_WS (4037) #define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_T (4038) #define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B (4039) #define DEBUGVIEW_CHARACTER_BSDFDATA_ANISOTROPY (4040) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData // PackingRules = Exact struct SurfaceData { float3 diffuseColor; float specularOcclusion; float3 normalWS; float perceptualSmoothness; float ambientOcclusion; float3 tangentWS; float anisotropy; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+BSDFData // PackingRules = Exact struct BSDFData { float3 diffuseColor; float3 fresnel0; float specularOcclusion; float3 normalWS; float perceptualRoughness; float roughness; 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_CHARACTER_SURFACEDATA_DIFFUSE_COLOR: result = surfacedata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION: result = surfacedata.specularOcclusion.xxx; break; case DEBUGVIEW_CHARACTER_SURFACEDATA_NORMAL_WS: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_CHARACTER_SURFACEDATA_TANGENT_WS: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_CHARACTER_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_CHARACTER_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_CHARACTER_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION: result = bsdfdata.specularOcclusion.xxx; break; case DEBUGVIEW_CHARACTER_BSDFDATA_NORMAL_WS: result = bsdfdata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS: result = bsdfdata.roughness.xxx; break; case DEBUGVIEW_CHARACTER_BSDFDATA_TANGENT_WS: result = bsdfdata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_CHARACTER_BSDFDATA_BITANGENT_WS: result = bsdfdata.bitangentWS * 0.5 + 0.5; break; case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_T: result = bsdfdata.roughnessT.xxx; break; case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B: result = bsdfdata.roughnessB.xxx; break; case DEBUGVIEW_CHARACTER_BSDFDATA_ANISOTROPY: result = bsdfdata.anisotropy.xxx; break; } } #endif