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52 行
2.0 KiB

using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public partial class Decal
{
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 10000)]
public struct DecalSurfaceData
{
[SurfaceDataAttributes("Base Color", false, true)]
public Vector4 baseColor;
[SurfaceDataAttributes("Normal", true)]
public Vector4 normalWS;
[SurfaceDataAttributes("Mask", true)]
public Vector4 mask;
[SurfaceDataAttributes("HTileMask")]
public uint HTileMask;
};
[GenerateHLSL(PackingRules.Exact)]
public enum DBufferMaterial
{
// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
Count = 3
};
[GenerateHLSL(PackingRules.Exact)]
public enum DBufferHTileBit
{
Diffuse = 1,
Normal = 2,
Mask = 4
};
//-----------------------------------------------------------------------------
// DBuffer management
//-----------------------------------------------------------------------------
// should this be combined into common class shared with Lit.cs???
static public int GetMaterialDBufferCount() { return (int)DBufferMaterial.Count; }
static RenderTextureFormat[] m_RTFormat = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32 };
static RenderTextureReadWrite[] m_RTReadWrite = { RenderTextureReadWrite.sRGB, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear };
static public void GetMaterialDBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = m_RTFormat;
RTReadWrite = m_RTReadWrite;
}
}
}