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//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL
#define UNLIT_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Unlit+SurfaceData: static fields
//
#define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (1100)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Unlit+BSDFData: static fields
//
#define DEBUGVIEW_UNLIT_BSDFDATA_COLOR (1130)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit+SurfaceData
// PackingRules = Exact
struct SurfaceData
{
float3 color;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit+BSDFData
// PackingRules = Exact
struct BSDFData
{
float3 color;
};
//
// Debug functions
//
void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR:
result = surfacedata.color;
needLinearToSRGB = true;
break;
}
}
//
// Debug functions
//
void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_UNLIT_BSDFDATA_COLOR:
result = bsdfdata.color;
needLinearToSRGB = true;
break;
}
}
#endif