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//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Hair/Hair.cs. Please don't edit by hand.
//
#ifndef HAIR_CS_HLSL
#define HAIR_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Hair+SurfaceData: static fields
//
#define DEBUGVIEW_HAIR_SURFACEDATA_DIFFUSE_COLOR (2570)
#define DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_OCCLUSION (2571)
#define DEBUGVIEW_HAIR_SURFACEDATA_NORMAL_WS (2572)
#define DEBUGVIEW_HAIR_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (2573)
#define DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION (2574)
#define DEBUGVIEW_HAIR_SURFACEDATA_TANGENT_WS (2575)
#define DEBUGVIEW_HAIR_SURFACEDATA_ANISOTROPY (2576)
#define DEBUGVIEW_HAIR_SURFACEDATA_IS_FRONT_FACE (2577)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Hair+BSDFData: static fields
//
#define DEBUGVIEW_HAIR_BSDFDATA_DIFFUSE_COLOR (2600)
#define DEBUGVIEW_HAIR_BSDFDATA_FRESNEL0 (2601)
#define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION (2602)
#define DEBUGVIEW_HAIR_BSDFDATA_NORMAL_WS (2603)
#define DEBUGVIEW_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS (2604)
#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS (2605)
#define DEBUGVIEW_HAIR_BSDFDATA_TANGENT_WS (2606)
#define DEBUGVIEW_HAIR_BSDFDATA_BITANGENT_WS (2607)
#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_T (2608)
#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_B (2609)
#define DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY (2610)
#define DEBUGVIEW_HAIR_BSDFDATA_IS_FRONT_FACE (2611)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Hair+SurfaceData
// PackingRules = Exact
struct SurfaceData
{
float3 diffuseColor;
float specularOcclusion;
float3 normalWS;
float perceptualSmoothness;
float ambientOcclusion;
float3 tangentWS;
float anisotropy;
bool isFrontFace;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Hair+BSDFData
// PackingRules = Exact
struct BSDFData
{
float3 diffuseColor;
float3 fresnel0;
float specularOcclusion;
float3 normalWS;
float perceptualRoughness;
float roughness;
int materialId;
float3 tangentWS;
float3 bitangentWS;
float roughnessT;
float roughnessB;
float anisotropy;
bool isFrontFace;
};
//
// Debug functions
//
void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_HAIR_SURFACEDATA_DIFFUSE_COLOR:
result = surfacedata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_OCCLUSION:
result = surfacedata.specularOcclusion.xxx;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_NORMAL_WS:
result = surfacedata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_PERCEPTUAL_SMOOTHNESS:
result = surfacedata.perceptualSmoothness.xxx;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION:
result = surfacedata.ambientOcclusion.xxx;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_TANGENT_WS:
result = surfacedata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_ANISOTROPY:
result = surfacedata.anisotropy.xxx;
break;
case DEBUGVIEW_HAIR_SURFACEDATA_IS_FRONT_FACE:
result = (surfacedata.isFrontFace) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
break;
}
}
//
// Debug functions
//
void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_HAIR_BSDFDATA_DIFFUSE_COLOR:
result = bsdfdata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_HAIR_BSDFDATA_FRESNEL0:
result = bsdfdata.fresnel0;
break;
case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION:
result = bsdfdata.specularOcclusion.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_NORMAL_WS:
result = bsdfdata.normalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS:
result = bsdfdata.perceptualRoughness.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS:
result = bsdfdata.roughness.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_TANGENT_WS:
result = bsdfdata.tangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_HAIR_BSDFDATA_BITANGENT_WS:
result = bsdfdata.bitangentWS * 0.5 + 0.5;
break;
case DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_T:
result = bsdfdata.roughnessT.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_B:
result = bsdfdata.roughnessB.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY:
result = bsdfdata.anisotropy.xxx;
break;
case DEBUGVIEW_HAIR_BSDFDATA_IS_FRONT_FACE:
result = (bsdfdata.isFrontFace) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
break;
}
}
#endif