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//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef STACKLIT_CS_HLSL
#define STACKLIT_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+MaterialFeatureFlags: static fields
//
#define MATERIALFEATUREFLAGS_STACK_LIT_STANDARD (1)
#define MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE (2)
#define MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY (4)
#define MATERIALFEATUREFLAGS_STACK_LIT_COAT (8)
#define MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE (16)
#define MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING (32)
#define MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION (64)
//
// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData: static fields
//
#define DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES (1300)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR (1301)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION (1302)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC (1303)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IOR (1304)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL (1305)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE (1306)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1307)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1308)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1309)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT (1310)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY (1311)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR (1312)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS (1313)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS (1314)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR (1315)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS (1316)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT (1317)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE (1318)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK (1319)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS (1320)
//
// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData: static fields
//
#define DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES (1400)
#define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR (1401)
#define DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0 (1402)
#define DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION (1403)
#define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS (1404)
#define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE (1405)
#define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A (1406)
#define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B (1407)
#define DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX (1408)
#define DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS (1409)
#define DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS (1410)
#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT (1411)
#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB (1412)
#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT (1413)
#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB (1414)
#define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY (1415)
#define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS (1416)
#define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS (1417)
#define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR (1418)
#define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS (1419)
#define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION (1420)
#define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR (1421)
#define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS (1422)
#define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE (1423)
#define DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK (1424)
#define DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS (1425)
#define DEBUGVIEW_STACKLIT_BSDFDATA_USE_THICK_OBJECT_MODE (1426)
#define DEBUGVIEW_STACKLIT_BSDFDATA_TRANSMITTANCE (1427)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData
// PackingRules = Exact
struct SurfaceData
{
uint materialFeatures;
float3 baseColor;
float ambientOcclusion;
float metallic;
float dielectricIor;
float3 normalWS;
float perceptualSmoothnessA;
float perceptualSmoothnessB;
float lobeMix;
float3 tangentWS;
float anisotropy;
float iridescenceIor;
float iridescenceThickness;
float coatPerceptualSmoothness;
float coatIor;
float coatThickness;
float3 coatExtinction;
uint diffusionProfile;
float subsurfaceMask;
float thickness;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData
// PackingRules = Exact
struct BSDFData
{
uint materialFeatures;
float3 diffuseColor;
float3 fresnel0;
float ambientOcclusion;
float3 normalWS;
float perceptualRoughnessA;
float perceptualRoughnessB;
float lobeMix;
float3 tangentWS;
float3 bitangentWS;
float roughnessAT;
float roughnessAB;
float roughnessBT;
float roughnessBB;
float anisotropy;
float coatRoughness;
float coatPerceptualRoughness;
float coatIor;
float coatThickness;
float3 coatExtinction;
float iridescenceIor;
float iridescenceThickness;
uint diffusionProfile;
float subsurfaceMask;
float thickness;
bool useThickObjectMode;
float3 transmittance;
};
//
// Debug functions
//
void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES:
result = GetIndexColor(surfacedata.materialFeatures);
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR:
result = surfacedata.baseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION:
result = surfacedata.ambientOcclusion.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC:
result = surfacedata.metallic.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_IOR:
result = surfacedata.dielectricIor.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL:
result = surfacedata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE:
result = surfacedata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A:
result = surfacedata.perceptualSmoothnessA.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B:
result = surfacedata.perceptualSmoothnessB.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING:
result = surfacedata.lobeMix.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT:
result = surfacedata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY:
result = surfacedata.anisotropy.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR:
result = surfacedata.iridescenceIor.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS:
result = surfacedata.iridescenceThickness.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS:
result = surfacedata.coatPerceptualSmoothness.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR:
result = surfacedata.coatIor.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS:
result = surfacedata.coatThickness.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT:
result = surfacedata.coatExtinction;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE:
result = GetIndexColor(surfacedata.diffusionProfile);
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK:
result = surfacedata.subsurfaceMask.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS:
result = surfacedata.thickness.xxx;
break;
}
}
//
// Debug functions
//
void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES:
result = GetIndexColor(bsdfdata.materialFeatures);
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR:
result = bsdfdata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0:
result = bsdfdata.fresnel0;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION:
result = bsdfdata.ambientOcclusion.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS:
result = bsdfdata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE:
result = bsdfdata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A:
result = bsdfdata.perceptualRoughnessA.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B:
result = bsdfdata.perceptualRoughnessB.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX:
result = bsdfdata.lobeMix.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS:
result = bsdfdata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS:
result = bsdfdata.bitangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT:
result = bsdfdata.roughnessAT.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB:
result = bsdfdata.roughnessAB.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT:
result = bsdfdata.roughnessBT.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB:
result = bsdfdata.roughnessBB.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY:
result = bsdfdata.anisotropy.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS:
result = bsdfdata.coatRoughness.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS:
result = bsdfdata.coatPerceptualRoughness.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR:
result = bsdfdata.coatIor.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS:
result = bsdfdata.coatThickness.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION:
result = bsdfdata.coatExtinction;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR:
result = bsdfdata.iridescenceIor.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS:
result = bsdfdata.iridescenceThickness.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE:
result = GetIndexColor(bsdfdata.diffusionProfile);
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK:
result = bsdfdata.subsurfaceMask.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS:
result = bsdfdata.thickness.xxx;
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_USE_THICK_OBJECT_MODE:
result = (bsdfdata.useThickObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
break;
case DEBUGVIEW_STACKLIT_BSDFDATA_TRANSMITTANCE:
result = bsdfdata.transmittance;
break;
}
}
#endif