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303 行
11 KiB
303 行
11 KiB
//
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// This file was automatically generated. Please don't edit by hand.
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//
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#ifndef LIT_CS_HLSL
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#define LIT_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialId: static fields
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//
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#define MATERIALID_LIT_SSS (0)
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#define MATERIALID_LIT_STANDARD (1)
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#define MATERIALID_LIT_ANISO (2)
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#define MATERIALID_LIT_CLEAR_COAT (3)
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#define MATERIALID_LIT_SPECULAR (4)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_LIT_SSS (1)
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#define MATERIALFEATUREFLAGS_LIT_STANDARD (2)
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#define MATERIALFEATUREFLAGS_LIT_ANISO (4)
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#define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (8)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+StandardDefinitions: static fields
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//
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#define GBUFFER_LIT_STANDARD_REGULAR_ID (0)
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#define GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID (1)
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#define DEFAULT_SPECULAR_VALUE (0.04)
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#define SKIN_SPECULAR_VALUE (0.028)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+RefractionMode: static fields
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//
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#define REFRACTIONMODE_NONE (0)
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#define REFRACTIONMODE_PLANE (1)
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#define REFRACTIONMODE_SPHERE (2)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields
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//
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#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000)
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#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1001)
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#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS (1002)
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#define DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (1003)
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#define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID (1004)
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#define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1005)
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#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006)
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#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007)
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#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008)
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#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1009)
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#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1010)
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#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1011)
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#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1012)
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#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
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#define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014)
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#define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015)
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#define DEBUGVIEW_LIT_SURFACEDATA_IOR (1016)
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#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1017)
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#define DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE (1018)
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#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK (1019)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData: static fields
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//
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#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030)
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#define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1031)
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#define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1032)
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#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1033)
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#define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1034)
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#define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID (1035)
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#define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1036)
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#define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1037)
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#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1038)
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#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1039)
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#define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1040)
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#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS (1041)
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#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1042)
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#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE (1043)
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#define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1044)
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#define DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE (1045)
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#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1046)
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#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1047)
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#define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1048)
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#define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1049)
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#define DEBUGVIEW_LIT_BSDFDATA_IOR (1050)
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#define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1051)
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#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK (1052)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields
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//
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#define GBUFFERMATERIAL_COUNT (4)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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float3 baseColor;
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float specularOcclusion;
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float3 normalWS;
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float perceptualSmoothness;
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int materialId;
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float ambientOcclusion;
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float3 tangentWS;
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float anisotropy;
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float metallic;
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float subsurfaceRadius;
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float thickness;
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int subsurfaceProfile;
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float3 specularColor;
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float3 coatNormalWS;
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float coatCoverage;
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float coatIOR;
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float ior;
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float3 transmittanceColor;
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float atDistance;
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float transmittanceMask;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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float3 diffuseColor;
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float3 fresnel0;
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float specularOcclusion;
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float3 normalWS;
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float perceptualRoughness;
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int materialId;
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float3 tangentWS;
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float3 bitangentWS;
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float roughnessT;
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float roughnessB;
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float anisotropy;
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float subsurfaceRadius;
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float thickness;
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int subsurfaceProfile;
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bool enableTransmission;
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bool useThinObjectMode;
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float3 transmittance;
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float3 coatNormalWS;
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float coatCoverage;
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float coatIOR;
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float ior;
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float3 absorptionCoefficient;
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float transmittanceMask;
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};
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//
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// Debug functions
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//
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void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR:
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result = surfacedata.baseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS:
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result = surfacedata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID:
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result = GetIndexColor(surfacedata.materialId);
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS:
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result = surfacedata.tangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY:
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result = surfacedata.anisotropy.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_METALLIC:
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result = surfacedata.metallic.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS:
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result = surfacedata.subsurfaceRadius.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS:
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result = surfacedata.thickness.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE:
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result = GetIndexColor(surfacedata.subsurfaceProfile);
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR:
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result = surfacedata.specularColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS:
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result = surfacedata.coatNormalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE:
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result = surfacedata.coatCoverage.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR:
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result = surfacedata.coatIOR.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_IOR:
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result = surfacedata.ior.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR:
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result = surfacedata.transmittanceColor;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE:
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result = surfacedata.atDistance.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK:
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result = surfacedata.transmittanceMask.xxx;
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break;
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}
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}
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//
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// Debug functions
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//
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void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR:
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result = bsdfdata.diffuseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS:
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result = bsdfdata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID:
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result = GetIndexColor(bsdfdata.materialId);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS:
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result = bsdfdata.tangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS:
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result = bsdfdata.bitangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T:
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result = bsdfdata.roughnessT.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B:
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result = bsdfdata.roughnessB.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY:
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result = bsdfdata.anisotropy.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS:
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result = bsdfdata.subsurfaceRadius.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_THICKNESS:
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result = bsdfdata.thickness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE:
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result = GetIndexColor(bsdfdata.subsurfaceProfile);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION:
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result = (bsdfdata.enableTransmission) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE:
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result = (bsdfdata.useThinObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE:
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result = bsdfdata.transmittance;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS:
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result = bsdfdata.coatNormalWS;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE:
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result = bsdfdata.coatCoverage.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR:
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result = bsdfdata.coatIOR.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_IOR:
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result = bsdfdata.ior.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT:
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result = bsdfdata.absorptionCoefficient;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK:
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result = bsdfdata.transmittanceMask.xxx;
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break;
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}
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}
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#endif
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