您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

170 行
4.5 KiB

//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef DEBUGDISPLAY_CS_HLSL
#define DEBUGDISPLAY_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.FullScreenDebugMode: static fields
//
#define FULLSCREENDEBUGMODE_NONE (0)
#define FULLSCREENDEBUGMODE_MIN_LIGHTING_FULL_SCREEN_DEBUG (1)
#define FULLSCREENDEBUGMODE_SSAO (2)
#define FULLSCREENDEBUGMODE_DEFERRED_SHADOWS (3)
#define FULLSCREENDEBUGMODE_PRE_REFRACTION_COLOR_PYRAMID (4)
#define FULLSCREENDEBUGMODE_DEPTH_PYRAMID (5)
#define FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID (6)
#define FULLSCREENDEBUGMODE_SCREEN_SPACE_TRACING (7)
#define FULLSCREENDEBUGMODE_MAX_LIGHTING_FULL_SCREEN_DEBUG (8)
#define FULLSCREENDEBUGMODE_MIN_RENDERING_FULL_SCREEN_DEBUG (9)
#define FULLSCREENDEBUGMODE_MOTION_VECTORS (10)
#define FULLSCREENDEBUGMODE_NAN_TRACKER (11)
#define FULLSCREENDEBUGMODE_MAX_RENDERING_FULL_SCREEN_DEBUG (12)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ScreenSpaceTracingDebug
// PackingRules = Exact
struct ScreenSpaceTracingDebug
{
int tracingModel;
uint loopStartPositionSSX;
uint loopStartPositionSSY;
float loopStartLinearDepth;
float3 loopRayDirectionSS;
uint loopMipLevelMax;
uint loopIterationMax;
float3 iterationPositionSS;
uint iterationMipLevel;
uint iteration;
float iterationLinearDepthBufferMin;
float iterationLinearDepthBufferMax;
float iterationLinearDepthBufferMinThickness;
int iterationIntersectionKind;
uint iterationCellSizeW;
uint iterationCellSizeH;
int proxyShapeType;
float projectionDistance;
int endHitSuccess;
float endLinearDepth;
uint endPositionSSX;
uint endPositionSSY;
float endHitWeight;
float3 lightingSampledColor;
float3 lightingSpecularFGD;
float lightingWeight;
float2 padding;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.ScreenSpaceTracingDebug
//
int GetTracingModel(ScreenSpaceTracingDebug value)
{
return value.tracingModel;
}
uint GetLoopStartPositionSSX(ScreenSpaceTracingDebug value)
{
return value.loopStartPositionSSX;
}
uint GetLoopStartPositionSSY(ScreenSpaceTracingDebug value)
{
return value.loopStartPositionSSY;
}
float GetLoopStartLinearDepth(ScreenSpaceTracingDebug value)
{
return value.loopStartLinearDepth;
}
float3 GetLoopRayDirectionSS(ScreenSpaceTracingDebug value)
{
return value.loopRayDirectionSS;
}
uint GetLoopMipLevelMax(ScreenSpaceTracingDebug value)
{
return value.loopMipLevelMax;
}
uint GetLoopIterationMax(ScreenSpaceTracingDebug value)
{
return value.loopIterationMax;
}
float3 GetIterationPositionSS(ScreenSpaceTracingDebug value)
{
return value.iterationPositionSS;
}
uint GetIterationMipLevel(ScreenSpaceTracingDebug value)
{
return value.iterationMipLevel;
}
uint GetIteration(ScreenSpaceTracingDebug value)
{
return value.iteration;
}
float GetIterationLinearDepthBufferMin(ScreenSpaceTracingDebug value)
{
return value.iterationLinearDepthBufferMin;
}
float GetIterationLinearDepthBufferMax(ScreenSpaceTracingDebug value)
{
return value.iterationLinearDepthBufferMax;
}
float GetIterationLinearDepthBufferMinThickness(ScreenSpaceTracingDebug value)
{
return value.iterationLinearDepthBufferMinThickness;
}
int GetIterationIntersectionKind(ScreenSpaceTracingDebug value)
{
return value.iterationIntersectionKind;
}
uint GetIterationCellSizeW(ScreenSpaceTracingDebug value)
{
return value.iterationCellSizeW;
}
uint GetIterationCellSizeH(ScreenSpaceTracingDebug value)
{
return value.iterationCellSizeH;
}
int GetProxyShapeType(ScreenSpaceTracingDebug value)
{
return value.proxyShapeType;
}
float GetProjectionDistance(ScreenSpaceTracingDebug value)
{
return value.projectionDistance;
}
int GetEndHitSuccess(ScreenSpaceTracingDebug value)
{
return value.endHitSuccess;
}
float GetEndLinearDepth(ScreenSpaceTracingDebug value)
{
return value.endLinearDepth;
}
uint GetEndPositionSSX(ScreenSpaceTracingDebug value)
{
return value.endPositionSSX;
}
uint GetEndPositionSSY(ScreenSpaceTracingDebug value)
{
return value.endPositionSSY;
}
float GetEndHitWeight(ScreenSpaceTracingDebug value)
{
return value.endHitWeight;
}
float3 GetLightingSampledColor(ScreenSpaceTracingDebug value)
{
return value.lightingSampledColor;
}
float3 GetLightingSpecularFGD(ScreenSpaceTracingDebug value)
{
return value.lightingSpecularFGD;
}
float GetLightingWeight(ScreenSpaceTracingDebug value)
{
return value.lightingWeight;
}
float2 GetPadding(ScreenSpaceTracingDebug value)
{
return value.padding;
}
#endif