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//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs. Please don't edit by hand.
//
//
// UnityEngine.Experimental.ScriptableRenderLoop.Lit.MaterialId: static fields
//
#define MATERIALID_LIT_STANDARD (0)
#define MATERIALID_LIT_SSS (1)
#define MATERIALID_LIT_CLEAR_COAT (2)
#define MATERIALID_LIT_SPECULAR (3)
#define MATERIALID_LIT_ANISO (4)
//
// UnityEngine.Experimental.ScriptableRenderLoop.Lit.SurfaceData: static fields
//
#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1001)
#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS (1002)
#define DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (1003)
#define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID (1004)
#define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1005)
#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006)
#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007)
#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR (1009)
#define DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_RADIUS (1010)
#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1011)
#define DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_PROFILE (1012)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_PERCEPTUAL_SMOOTHNESS (1014)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1015)
//
// UnityEngine.Experimental.ScriptableRenderLoop.Lit.BSDFData: static fields
//
#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030)
#define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1031)
#define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1032)
#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1033)
#define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1034)
#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS (1035)
#define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID (1036)
#define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1037)
#define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1038)
#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1039)
#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1040)
#define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1041)
#define DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_RADIUS (1042)
#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1043)
#define DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_PROFILE (1044)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1045)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS (1046)
//
// UnityEngine.Experimental.ScriptableRenderLoop.Lit.GBufferMaterial: static fields
//
#define GBUFFERMATERIAL_COUNT (3)
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Lit.SurfaceData
// PackingRules = Exact
struct SurfaceData
{
float3 baseColor;
float specularOcclusion;
float3 normalWS;
float perceptualSmoothness;
int materialId;
float ambientOcclusion;
float3 tangentWS;
float anisotropy;
float metallic;
float specular;
float subSurfaceRadius;
float thickness;
int subSurfaceProfile;
float3 coatNormalWS;
float coatPerceptualSmoothness;
float3 specularColor;
};
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Lit.BSDFData
// PackingRules = Exact
struct BSDFData
{
float3 diffuseColor;
float3 fresnel0;
float specularOcclusion;
float3 normalWS;
float perceptualRoughness;
float roughness;
float materialId;
float3 tangentWS;
float3 bitangentWS;
float roughnessT;
float roughnessB;
float anisotropy;
float subSurfaceRadius;
float thickness;
int subSurfaceProfile;
float3 coatNormalWS;
float coatRoughness;
};