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#ifdef SHADER_VARIABLES_INCLUDE_CB
#include "HDRP/Material/DiffusionProfile/DiffusionProfileSettings.cs.hlsl"
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint _EnableSubsurfaceScattering; // Globally toggles subsurface and transmission scattering on/off
float _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter
float _TransmissionFlags; // 1 bit/profile; 0 = regular, 1 = thin
// Old SSS Model >>>
float4 _HalfRcpVariancesAndWeights[DIFFUSION_PROFILE_COUNT][2]; // 2x Gaussians in RGB, A is interpolation weights
// <<< Old SSS Model
// Use float4 to avoid any packing issue between compute and pixel shaders
float4 _ThicknessRemaps[DIFFUSION_PROFILE_COUNT]; // R: start, G = end - start, BA unused
float4 _ShapeParams[DIFFUSION_PROFILE_COUNT]; // RGB = S = 1 / D, A = filter radius
float4 _TransmissionTintsAndFresnel0[DIFFUSION_PROFILE_COUNT]; // RGB = 1/4 * color, A = fresnel0
float4 _WorldScales[DIFFUSION_PROFILE_COUNT]; // X = meters per world unit; Y = world units per meter
#else
#endif