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151 行
5.1 KiB
151 行
5.1 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Hair/Hair.cs. Please don't edit by hand.
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//
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#ifndef HAIR_CS_HLSL
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#define HAIR_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Hair+SurfaceData: static fields
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//
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#define DEBUGVIEW_HAIR_SURFACEDATA_DIFFUSE_COLOR (2570)
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#define DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_OCCLUSION (2571)
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#define DEBUGVIEW_HAIR_SURFACEDATA_NORMAL_WS (2572)
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#define DEBUGVIEW_HAIR_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (2573)
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#define DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION (2574)
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#define DEBUGVIEW_HAIR_SURFACEDATA_TANGENT_WS (2575)
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#define DEBUGVIEW_HAIR_SURFACEDATA_ANISOTROPY (2576)
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#define DEBUGVIEW_HAIR_SURFACEDATA_IS_FRONT_FACE (2577)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Hair+BSDFData: static fields
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//
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#define DEBUGVIEW_HAIR_BSDFDATA_DIFFUSE_COLOR (2600)
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#define DEBUGVIEW_HAIR_BSDFDATA_FRESNEL0 (2601)
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#define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION (2602)
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#define DEBUGVIEW_HAIR_BSDFDATA_NORMAL_WS (2603)
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#define DEBUGVIEW_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS (2604)
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#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS (2605)
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#define DEBUGVIEW_HAIR_BSDFDATA_TANGENT_WS (2606)
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#define DEBUGVIEW_HAIR_BSDFDATA_BITANGENT_WS (2607)
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#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_T (2608)
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#define DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_B (2609)
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#define DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY (2610)
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#define DEBUGVIEW_HAIR_BSDFDATA_IS_FRONT_FACE (2611)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Hair+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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bool isFrontFace;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Hair+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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int materialId;
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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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bool isFrontFace;
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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_HAIR_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_HAIR_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_HAIR_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_HAIR_SURFACEDATA_PERCEPTUAL_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_HAIR_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_HAIR_SURFACEDATA_ANISOTROPY:
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result = surfacedata.anisotropy.xxx;
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break;
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case DEBUGVIEW_HAIR_SURFACEDATA_IS_FRONT_FACE:
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result = (surfacedata.isFrontFace) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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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_HAIR_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_HAIR_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_HAIR_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_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS:
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result = bsdfdata.roughness.xxx;
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break;
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case DEBUGVIEW_HAIR_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_HAIR_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_HAIR_BSDFDATA_ROUGHNESS_T:
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result = bsdfdata.roughnessT.xxx;
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break;
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case DEBUGVIEW_HAIR_BSDFDATA_ROUGHNESS_B:
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result = bsdfdata.roughnessB.xxx;
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break;
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case DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY:
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result = bsdfdata.anisotropy.xxx;
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break;
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case DEBUGVIEW_HAIR_BSDFDATA_IS_FRONT_FACE:
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result = (bsdfdata.isFrontFace) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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break;
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}
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}
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#endif
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