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97 行
3.2 KiB
97 行
3.2 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 BUILTINDATA_CS_HLSL
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#define BUILTINDATA_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData: static fields
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//
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_0 (102)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_1 (103)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_2 (104)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_3 (105)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (106)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (107)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (108)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (109)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS (110)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (111)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData
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// PackingRules = Exact
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struct BuiltinData
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{
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float opacity;
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float3 bakeDiffuseLighting;
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float shadowMask0;
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float shadowMask1;
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float shadowMask2;
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float shadowMask3;
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float3 emissiveColor;
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float2 velocity;
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float2 distortion;
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float distortionBlur;
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uint renderingLayers;
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float depthOffset;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+LightTransportData
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// PackingRules = Exact
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struct LightTransportData
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{
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float3 diffuseColor;
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float3 emissiveColor;
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};
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//
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// Debug functions
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//
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void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, 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_BUILTIN_BUILTINDATA_OPACITY:
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result = builtindata.opacity.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING:
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result = builtindata.bakeDiffuseLighting;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_0:
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result = builtindata.shadowMask0.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_1:
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result = builtindata.shadowMask1.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_2:
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result = builtindata.shadowMask2.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK_3:
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result = builtindata.shadowMask3.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR:
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result = builtindata.emissiveColor;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY:
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result = float3(builtindata.velocity, 0.0);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION:
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result = float3(builtindata.distortion, 0.0);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR:
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result = builtindata.distortionBlur.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS:
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result = GetIndexColor(builtindata.renderingLayers);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
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result = builtindata.depthOffset.xxx;
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break;
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}
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}
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#endif
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