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//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL
#define BUILTINDATA_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Builtin.BuiltinData: static fields
//
#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (102)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY (103)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (104)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (105)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (106)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (107)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Builtin.LighTransportData: static fields
//
#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR (120)
#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR (121)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin.BuiltinData
// PackingRules = Exact
struct BuiltinData
{
float opacity;
float3 bakeDiffuseLighting;
float3 emissiveColor;
float emissiveIntensity;
float2 velocity;
float2 distortion;
float distortionBlur;
float depthOffset;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin.LighTransportData
// PackingRules = Exact
struct LighTransportData
{
float3 diffuseColor;
float3 emissiveColor;
};
#endif