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//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Character/Character.cs. Please don't edit by hand.
//
#ifndef CHARACTER_CS_HLSL
#define CHARACTER_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Character+CharacterMaterialID: static fields
//
#define CHARACTERMATERIALID_SKIN (0)
#define CHARACTERMATERIALID_HAIR (1)
#define CHARACTERMATERIALID_EYE (2)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData: static fields
//
#define DEBUGVIEW_CHARACTER_SURFACEDATA_DIFFUSE_COLOR (4000)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION (4001)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_NORMAL_WS (4002)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (4003)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION (4004)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_TANGENT_WS (4005)
#define DEBUGVIEW_CHARACTER_SURFACEDATA_ANISOTROPY (4006)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Character+BSDFData: static fields
//
#define DEBUGVIEW_CHARACTER_BSDFDATA_DIFFUSE_COLOR (4030)
#define DEBUGVIEW_CHARACTER_BSDFDATA_FRESNEL0 (4031)
#define DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION (4032)
#define DEBUGVIEW_CHARACTER_BSDFDATA_NORMAL_WS (4033)
#define DEBUGVIEW_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS (4034)
#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS (4035)
#define DEBUGVIEW_CHARACTER_BSDFDATA_TANGENT_WS (4036)
#define DEBUGVIEW_CHARACTER_BSDFDATA_BITANGENT_WS (4037)
#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_T (4038)
#define DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B (4039)
#define DEBUGVIEW_CHARACTER_BSDFDATA_ANISOTROPY (4040)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+SurfaceData
// PackingRules = Exact
struct SurfaceData
{
float3 diffuseColor;
float specularOcclusion;
float3 normalWS;
float perceptualSmoothness;
float ambientOcclusion;
float3 tangentWS;
float anisotropy;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Character+BSDFData
// PackingRules = Exact
struct BSDFData
{
float3 diffuseColor;
float3 fresnel0;
float specularOcclusion;
float3 normalWS;
float perceptualRoughness;
float roughness;
float3 tangentWS;
float3 bitangentWS;
float roughnessT;
float roughnessB;
float anisotropy;
};
//
// Debug functions
//
void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_CHARACTER_SURFACEDATA_DIFFUSE_COLOR:
result = surfacedata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_SPECULAR_OCCLUSION:
result = surfacedata.specularOcclusion.xxx;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_NORMAL_WS:
result = surfacedata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_PERCEPTUAL_SMOOTHNESS:
result = surfacedata.perceptualSmoothness.xxx;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_AMBIENT_OCCLUSION:
result = surfacedata.ambientOcclusion.xxx;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_TANGENT_WS:
result = surfacedata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CHARACTER_SURFACEDATA_ANISOTROPY:
result = surfacedata.anisotropy.xxx;
break;
}
}
//
// Debug functions
//
void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_CHARACTER_BSDFDATA_DIFFUSE_COLOR:
result = bsdfdata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_FRESNEL0:
result = bsdfdata.fresnel0;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_SPECULAR_OCCLUSION:
result = bsdfdata.specularOcclusion.xxx;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_NORMAL_WS:
result = bsdfdata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_PERCEPTUAL_ROUGHNESS:
result = bsdfdata.perceptualRoughness.xxx;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS:
result = bsdfdata.roughness.xxx;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_TANGENT_WS:
result = bsdfdata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_BITANGENT_WS:
result = bsdfdata.bitangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_T:
result = bsdfdata.roughnessT.xxx;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_ROUGHNESS_B:
result = bsdfdata.roughnessB.xxx;
break;
case DEBUGVIEW_CHARACTER_BSDFDATA_ANISOTROPY:
result = bsdfdata.anisotropy.xxx;
break;
}
}
#endif