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60 行
1.9 KiB
60 行
1.9 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public partial class Character : RenderPipelineMaterial
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum CharacterMaterialID
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{
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Skin = 0,
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Hair = 1,
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Eye = 2
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};
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//TODO: Feature Flags
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[GenerateHLSL(PackingRules.Exact, false, true, 4000)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("Diffuse Color", false, true)]
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public Vector3 diffuseColor;
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[SurfaceDataAttributes("Specular Occlusion")]
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public float specularOcclusion;
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[SurfaceDataAttributes("Normal", true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes("Smoothness")]
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public float perceptualSmoothness;
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[SurfaceDataAttributes("Ambient Occlusion")]
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public float ambientOcclusion;
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//Character Material ID Attributes
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[SurfaceDataAttributes("Tangent", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("Anisotropy")]
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public float anisotropy;
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}
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[GenerateHLSL(PackingRules.Exact, false, true, 4030)]
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public struct BSDFData
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{
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[SurfaceDataAttributes("", false, true)]
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public Vector3 diffuseColor;
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public Vector3 fresnel0;
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public float specularOcclusion;
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[SurfaceDataAttributes("", true)]
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public Vector3 normalWS;
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public float perceptualRoughness;
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public float roughness;
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[SurfaceDataAttributes("", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("", true)]
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public Vector3 bitangentWS;
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public float roughnessT;
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public float roughnessB;
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public float anisotropy;
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}
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}
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}
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