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305 行
11 KiB
305 行
11 KiB
//
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// This file was automatically generated. Please don't edit by hand.
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//
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#ifndef LIT_CS_HLSL
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#define LIT_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_LIT_STANDARD (1)
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#define MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR (2)
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#define MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING (4)
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#define MATERIALFEATUREFLAGS_LIT_TRANSMISSION (8)
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#define MATERIALFEATUREFLAGS_LIT_ANISOTROPY (16)
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#define MATERIALFEATUREFLAGS_LIT_IRIDESCENCE (32)
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#define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (64)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+ProjectionModel: static fields
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//
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#define PROJECTIONMODEL_NONE (0)
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#define PROJECTIONMODEL_PROXY (1)
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#define PROJECTIONMODEL_HI_Z (2)
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#define PROJECTIONMODEL_LINEAR (3)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+HiZIntersectionKind: static fields
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//
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#define HIZINTERSECTIONKIND_NONE (0)
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#define HIZINTERSECTIONKIND_CELL (1)
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#define HIZINTERSECTIONKIND_DEPTH (2)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields
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//
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#define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_FEATURES (1000)
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#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1001)
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#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1002)
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#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL (1003)
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#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_VIEW_SPACE (1004)
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#define DEBUGVIEW_LIT_SURFACEDATA_SMOOTHNESS (1005)
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#define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1006)
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#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1007)
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#define DEBUGVIEW_LIT_SURFACEDATA_COAT_MASK (1008)
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#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1009)
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#define DEBUGVIEW_LIT_SURFACEDATA_DIFFUSION_PROFILE (1010)
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#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_MASK (1011)
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#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1012)
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#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT (1013)
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#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1014)
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#define DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS (1015)
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#define DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_MASK (1016)
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#define DEBUGVIEW_LIT_SURFACEDATA_INDEX_OF_REFRACTION (1017)
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#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1018)
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#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_ABSORPTION_DISTANCE (1019)
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#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK (1020)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData: static fields
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//
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#define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_FEATURES (1050)
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#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1051)
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#define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1052)
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#define DEBUGVIEW_LIT_BSDFDATA_AMBIENT_OCCLUSION (1053)
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#define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1054)
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#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1055)
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#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_VIEW_SPACE (1056)
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#define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1057)
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#define DEBUGVIEW_LIT_BSDFDATA_COAT_MASK (1058)
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#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSION_PROFILE (1059)
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#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_MASK (1060)
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#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1061)
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#define DEBUGVIEW_LIT_BSDFDATA_USE_THICK_OBJECT_MODE (1062)
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#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1063)
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#define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1064)
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#define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1065)
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#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1066)
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#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1067)
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#define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1068)
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#define DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_THICKNESS (1069)
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#define DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_MASK (1070)
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#define DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS (1071)
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#define DEBUGVIEW_LIT_BSDFDATA_IOR (1072)
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#define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1073)
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#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK (1074)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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uint materialFeatures;
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float3 baseColor;
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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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float metallic;
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float coatMask;
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float3 specularColor;
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uint diffusionProfile;
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float subsurfaceMask;
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float thickness;
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float3 tangentWS;
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float anisotropy;
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float iridescenceThickness;
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float iridescenceMask;
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float ior;
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float3 transmittanceColor;
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float atDistance;
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float transmittanceMask;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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uint materialFeatures;
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float3 diffuseColor;
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float3 fresnel0;
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float ambientOcclusion;
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float specularOcclusion;
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float3 normalWS;
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float perceptualRoughness;
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float coatMask;
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uint diffusionProfile;
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float subsurfaceMask;
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float thickness;
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bool useThickObjectMode;
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float3 transmittance;
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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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float iridescenceThickness;
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float iridescenceMask;
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float coatRoughness;
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float ior;
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float3 absorptionCoefficient;
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float transmittanceMask;
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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_LIT_SURFACEDATA_MATERIAL_FEATURES:
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result = GetIndexColor(surfacedata.materialFeatures);
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR:
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result = surfacedata.baseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_NORMAL:
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result = surfacedata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_VIEW_SPACE:
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result = surfacedata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_METALLIC:
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result = surfacedata.metallic.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_COAT_MASK:
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result = surfacedata.coatMask.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR:
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result = surfacedata.specularColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_DIFFUSION_PROFILE:
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result = GetIndexColor(surfacedata.diffusionProfile);
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_MASK:
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result = surfacedata.subsurfaceMask.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS:
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result = surfacedata.thickness.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TANGENT:
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result = surfacedata.tangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY:
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result = surfacedata.anisotropy.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS:
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result = surfacedata.iridescenceThickness.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_IRIDESCENCE_MASK:
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result = surfacedata.iridescenceMask.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_INDEX_OF_REFRACTION:
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result = surfacedata.ior.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR:
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result = surfacedata.transmittanceColor;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_ABSORPTION_DISTANCE:
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result = surfacedata.atDistance.xxx;
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break;
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case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_MASK:
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result = surfacedata.transmittanceMask.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_LIT_BSDFDATA_MATERIAL_FEATURES:
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result = GetIndexColor(bsdfdata.materialFeatures);
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break;
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case DEBUGVIEW_LIT_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_LIT_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_AMBIENT_OCCLUSION:
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result = bsdfdata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_LIT_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_LIT_BSDFDATA_NORMAL_VIEW_SPACE:
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result = bsdfdata.normalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_COAT_MASK:
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result = bsdfdata.coatMask.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_DIFFUSION_PROFILE:
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result = GetIndexColor(bsdfdata.diffusionProfile);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_MASK:
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result = bsdfdata.subsurfaceMask.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_THICKNESS:
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result = bsdfdata.thickness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_USE_THICK_OBJECT_MODE:
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result = (bsdfdata.useThickObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE:
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result = bsdfdata.transmittance;
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break;
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case DEBUGVIEW_LIT_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_LIT_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_LIT_BSDFDATA_ROUGHNESS_T:
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result = bsdfdata.roughnessT.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B:
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result = bsdfdata.roughnessB.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY:
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result = bsdfdata.anisotropy.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_THICKNESS:
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result = bsdfdata.iridescenceThickness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_IRIDESCENCE_MASK:
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result = bsdfdata.iridescenceMask.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS:
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result = bsdfdata.coatRoughness.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_IOR:
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result = bsdfdata.ior.xxx;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT:
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result = bsdfdata.absorptionCoefficient;
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break;
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case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE_MASK:
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result = bsdfdata.transmittanceMask.xxx;
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break;
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}
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}
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#endif
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