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//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL
#define BUILTINDATA_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData: static fields
//
#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK0 (102)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK1 (103)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK2 (104)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK3 (105)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (106)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY (107)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (108)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (109)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (110)
#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (111)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Builtin+LightTransportData: static fields
//
#define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR (120)
#define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR (121)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+BuiltinData
// PackingRules = Exact
struct BuiltinData
{
float opacity;
float3 bakeDiffuseLighting;
float shadowMask0;
float shadowMask1;
float shadowMask2;
float shadowMask3;
float3 emissiveColor;
float emissiveIntensity;
float2 velocity;
float2 distortion;
float distortionBlur;
float depthOffset;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin+LightTransportData
// PackingRules = Exact
struct LightTransportData
{
float3 diffuseColor;
float3 emissiveColor;
};
//
// Debug functions
//
void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY:
result = builtindata.opacity.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING:
result = builtindata.bakeDiffuseLighting;
needLinearToSRGB = true;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK0:
result = builtindata.shadowMask0.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK1:
result = builtindata.shadowMask1.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK2:
result = builtindata.shadowMask2.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOW_MASK3:
result = builtindata.shadowMask3.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR:
result = builtindata.emissiveColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY:
result = builtindata.emissiveIntensity.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY:
result = float3(builtindata.velocity, 0.0);
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION:
result = float3(builtindata.distortion, 0.0);
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR:
result = builtindata.distortionBlur.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
result = builtindata.depthOffset.xxx;
break;
}
}
//
// Debug functions
//
void GetGeneratedLightTransportDataDebug(uint paramId, LightTransportData lighttransportdata, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR:
result = lighttransportdata.diffuseColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR:
result = lighttransportdata.emissiveColor;
break;
}
}
#endif