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158 行
5.4 KiB
158 行
5.4 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 STACKLIT_CS_HLSL
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#define STACKLIT_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_LIT_STANDARD (1)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData: static fields
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//
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES (1300)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR (1301)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL (1302)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE (1303)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1304)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1305)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1306)
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#define DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC (1307)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData: static fields
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//
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#define DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES (1400)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR (1401)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0 (1402)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS (1403)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE (1404)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A (1405)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B (1406)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIXING (1407)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT (1408)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB (1409)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT (1410)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB (1411)
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#define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY (1412)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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uint materialFeatures;
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float3 baseColor;
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float3 normalWS;
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float perceptualSmoothnessA;
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float perceptualSmoothnessB;
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float lobeMix;
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float metallic;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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uint materialFeatures;
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float3 diffuseColor;
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float3 fresnel0;
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float3 normalWS;
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float perceptualRoughnessA;
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float perceptualRoughnessB;
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float lobeMix;
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float roughnessAT;
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float roughnessAB;
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float roughnessBT;
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float roughnessBB;
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float anisotropy;
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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_STACKLIT_SURFACEDATA_MATERIAL_FEATURES:
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result = GetIndexColor(surfacedata.materialFeatures);
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break;
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case DEBUGVIEW_STACKLIT_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_STACKLIT_SURFACEDATA_NORMAL:
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result = surfacedata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE:
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result = surfacedata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A:
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result = surfacedata.perceptualSmoothnessA.xxx;
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break;
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case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B:
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result = surfacedata.perceptualSmoothnessB.xxx;
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break;
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case DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING:
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result = surfacedata.lobeMix.xxx;
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break;
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case DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC:
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result = surfacedata.metallic.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_STACKLIT_BSDFDATA_MATERIAL_FEATURES:
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result = GetIndexColor(bsdfdata.materialFeatures);
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break;
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case DEBUGVIEW_STACKLIT_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_STACKLIT_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_STACKLIT_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_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE:
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result = bsdfdata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A:
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result = bsdfdata.perceptualRoughnessA.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B:
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result = bsdfdata.perceptualRoughnessB.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIXING:
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result = bsdfdata.lobeMix.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT:
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result = bsdfdata.roughnessAT.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB:
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result = bsdfdata.roughnessAB.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT:
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result = bsdfdata.roughnessBT.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB:
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result = bsdfdata.roughnessBB.xxx;
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break;
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case DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY:
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result = bsdfdata.anisotropy.xxx;
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break;
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}
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}
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#endif
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