您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

66 行
2.3 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 bool[] m_sRGBFlags= { true, false, false };
static public void GetMaterialDBufferDescription(out RenderTextureFormat[] RTFormat, out bool[] sRGBFlags)
{
RTFormat = m_RTFormat;
sRGBFlags = m_sRGBFlags;
}
}
// normalToWorld.m03 - total blend factor
// normalToWorld.m13 - diffuse texture index in atlas
// normalToWorld.m23 - normal texture index in atlas
// normalToWorld.m33 - mask texture index in atlas
[GenerateHLSL]
public struct DecalData
{
public Matrix4x4 worldToDecal;
public Matrix4x4 normalToWorld;
public Vector4 diffuseScaleBias;
public Vector4 normalScaleBias;
public Vector4 maskScaleBias;
};
}