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75 行
2.5 KiB

using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public partial class Hair : RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 2570)]
public struct SurfaceData
{
[SurfaceDataAttributes("Diffuse Color", false, true)]
public Vector3 diffuseColor;
[SurfaceDataAttributes("Specular Occlusion")]
public float specularOcclusion;
[SurfaceDataAttributes("Normal", true)]
public Vector3 normalWS;
[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
// MaterialId dependent attribute
// standard
[SurfaceDataAttributes("Tangent", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("Anisotropy")]
public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction)
[SurfaceDataAttributes("FrontFacing")]
public bool isFrontFace;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 2600)]
public struct BSDFData
{
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float specularOcclusion;
[SurfaceDataAttributes("", true)]
public Vector3 normalWS;
public float perceptualRoughness;
public float roughness;
public int materialId;
// MaterialId dependent attribute
[SurfaceDataAttributes("", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("", true)]
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float anisotropy;
public bool isFrontFace; //
};
}
}