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147 行
5.0 KiB
147 行
5.0 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Character/Character.cs. Please don't edit by hand.
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//
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#ifndef CHARACTER_CS_HLSL
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#define CHARACTER_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Character+CharacterMaterialID: static fields
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//
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#define CHARACTERMATERIALID_SKIN (0)
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#define CHARACTERMATERIALID_HAIR (1)
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#define CHARACTERMATERIALID_EYE (2)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData: static fields
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//
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_DIFFUSE_COLOR (4000)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION (4001)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_NORMAL_WS (4002)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (4003)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION (4004)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_TANGENT_WS (4005)
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#define DEBUGVIEW_CHARACTER_SURFACEDATA_ANISOTROPY (4006)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Character+BSDFData: static fields
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//
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#define DEBUGVIEW_CHARACTER_BSDFDATA_DIFFUSE_COLOR (4030)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_FRESNEL0 (4031)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION (4032)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_NORMAL_WS (4033)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS (4034)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS (4035)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_TANGENT_WS (4036)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_BITANGENT_WS (4037)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_T (4038)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B (4039)
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#define DEBUGVIEW_CHARACTER_BSDFDATA_ANISOTROPY (4040)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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float3 diffuseColor;
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float specularOcclusion;
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float3 normalWS;
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float perceptualSmoothness;
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float ambientOcclusion;
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float3 tangentWS;
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float anisotropy;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+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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float roughness;
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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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};
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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_CHARACTER_SURFACEDATA_DIFFUSE_COLOR:
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result = surfacedata.diffuseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_CHARACTER_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_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_CHARACTER_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_CHARACTER_SURFACEDATA_ANISOTROPY:
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result = surfacedata.anisotropy.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_CHARACTER_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_CHARACTER_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_CHARACTER_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_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS:
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result = bsdfdata.roughness.xxx;
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break;
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case DEBUGVIEW_CHARACTER_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_CHARACTER_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_CHARACTER_BSDFDATA_ROUGHNESS_T:
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result = bsdfdata.roughnessT.xxx;
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break;
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case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B:
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result = bsdfdata.roughnessB.xxx;
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break;
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case DEBUGVIEW_CHARACTER_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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