// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef STACKLIT_CS_HLSL #define STACKLIT_CS_HLSL // // UnityEngine.Rendering.HighDefinition.StackLit+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_STACK_LIT_STANDARD (1) #define MATERIALFEATUREFLAGS_STACK_LIT_DUAL_SPECULAR_LOBE (2) #define MATERIALFEATUREFLAGS_STACK_LIT_ANISOTROPY (4) #define MATERIALFEATUREFLAGS_STACK_LIT_COAT (8) #define MATERIALFEATUREFLAGS_STACK_LIT_IRIDESCENCE (16) #define MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING (32) #define MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION (64) #define MATERIALFEATUREFLAGS_STACK_LIT_COAT_NORMAL_MAP (128) #define MATERIALFEATUREFLAGS_STACK_LIT_SPECULAR_COLOR (256) #define MATERIALFEATUREFLAGS_STACK_LIT_HAZY_GLOSS (512) // // UnityEngine.Rendering.HighDefinition.StackLit+BSDFData: static fields // #define DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES (1150) #define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR (1151) #define DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0 (1152) #define DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION (1153) #define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS (1154) #define DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE (1155) #define DEBUGVIEW_STACKLIT_BSDFDATA_GEOMETRIC_NORMAL (1156) #define DEBUGVIEW_STACKLIT_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1157) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_NORMAL (1158) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_NORMAL_VIEW_SPACE (1159) #define DEBUGVIEW_STACKLIT_BSDFDATA_BENT_NORMAL (1160) #define DEBUGVIEW_STACKLIT_BSDFDATA_BENT_NORMAL_VIEW_SPACE (1161) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A (1162) #define DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B (1163) #define DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX (1164) #define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_POWER (1165) #define DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS (1166) #define DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS (1167) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT (1168) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB (1169) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT (1170) #define DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB (1171) #define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY_A (1172) #define DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY_B (1173) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS (1174) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS (1175) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_MASK (1176) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR (1177) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS (1178) #define DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION (1179) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR (1180) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS (1181) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_MASK (1182) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_COAT_FIXUP_TIR (1183) #define DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_COAT_FIXUP_TIRCLAMP (1184) #define DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE_INDEX (1185) #define DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK (1186) #define DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS (1187) #define DEBUGVIEW_STACKLIT_BSDFDATA_USE_THICK_OBJECT_MODE (1188) #define DEBUGVIEW_STACKLIT_BSDFDATA_TRANSMITTANCE (1189) #define DEBUGVIEW_STACKLIT_BSDFDATA_SPECULAR_OCCLUSION_CUSTOM_INPUT (1190) #define DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_VISIBILITY_RATIO_THRESHOLD (1191) #define DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_STRENGTH_FACTOR (1192) #define DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_MAX_ADDED_ROUGHNESS (1193) // // UnityEngine.Rendering.HighDefinition.StackLit+SurfaceData: static fields // #define DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES (1100) #define DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR (1101) #define DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION (1102) #define DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC (1103) #define DEBUGVIEW_STACKLIT_SURFACEDATA_DIELECTRIC_IOR (1104) #define DEBUGVIEW_STACKLIT_SURFACEDATA_USE_PROFILE_IOR (1105) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_COLOR (1106) #define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL (1107) #define DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE (1108) #define DEBUGVIEW_STACKLIT_SURFACEDATA_GEOMETRIC_NORMAL (1109) #define DEBUGVIEW_STACKLIT_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1110) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL (1111) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL_VIEW_SPACE (1112) #define DEBUGVIEW_STACKLIT_SURFACEDATA_BENT_NORMAL (1113) #define DEBUGVIEW_STACKLIT_SURFACEDATA_BENT_NORMAL_VIEW_SPACE (1114) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1115) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1116) #define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1117) #define DEBUGVIEW_STACKLIT_SURFACEDATA_HAZINESS (1118) #define DEBUGVIEW_STACKLIT_SURFACEDATA_HAZE_EXTENT (1119) #define DEBUGVIEW_STACKLIT_SURFACEDATA_HAZY_GLOSS_MAX_DIELECTRIC_F0_WHEN_USING_METALLIC_INPUT (1120) #define DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT (1121) #define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY_A (1122) #define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY_B (1123) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR (1124) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS (1125) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_MASK (1126) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_COAT_FIXUP_TIR (1127) #define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_COAT_FIXUP_TIR_CLAMP (1128) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS (1129) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_MASK (1130) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR (1131) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS (1132) #define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT (1133) #define DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE_HASH (1134) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK (1135) #define DEBUGVIEW_STACKLIT_SURFACEDATA_TRANSMISSION_MASK (1136) #define DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS (1137) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FROM_CUSTOM_INPUT (1138) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_VISIBILITY_RATIO_THRESHOLD (1139) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_STRENGTH (1140) #define DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_MAX_ADDED_ROUGHNESS (1141) // Generated from UnityEngine.Rendering.HighDefinition.StackLit+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float ambientOcclusion; float3 normalWS; float3 geomNormalWS; float3 coatNormalWS; float3 bentNormalWS; float perceptualRoughnessA; float perceptualRoughnessB; float lobeMix; float diffusePower; float3 tangentWS; float3 bitangentWS; float roughnessAT; float roughnessAB; float roughnessBT; float roughnessBB; float anisotropyA; float anisotropyB; float coatRoughness; float coatPerceptualRoughness; float coatMask; float coatIor; float coatThickness; float3 coatExtinction; float iridescenceIor; float iridescenceThickness; float iridescenceMask; float iridescenceCoatFixupTIR; float iridescenceCoatFixupTIRClamp; uint diffusionProfileIndex; float subsurfaceMask; float thickness; bool useThickObjectMode; float3 transmittance; float specularOcclusionCustomInput; float soFixupVisibilityRatioThreshold; float soFixupStrengthFactor; float soFixupMaxAddedRoughness; }; // Generated from UnityEngine.Rendering.HighDefinition.StackLit+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float ambientOcclusion; float metallic; float dielectricIor; bool useProfileIor; float3 specularColor; float3 normalWS; float3 geomNormalWS; float3 coatNormalWS; float3 bentNormalWS; float perceptualSmoothnessA; float perceptualSmoothnessB; float lobeMix; float haziness; float hazeExtent; float hazyGlossMaxDielectricF0; float3 tangentWS; float anisotropyA; float anisotropyB; float iridescenceIor; float iridescenceThickness; float iridescenceMask; float iridescenceCoatFixupTIR; float iridescenceCoatFixupTIRClamp; float coatPerceptualSmoothness; float coatMask; float coatIor; float coatThickness; float3 coatExtinction; uint diffusionProfileHash; float subsurfaceMask; float3 transmissionMask; float thickness; float specularOcclusionCustomInput; float soFixupVisibilityRatioThreshold; float soFixupStrengthFactor; float soFixupMaxAddedRoughness; }; // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_STACKLIT_BSDFDATA_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_STACKLIT_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_STACKLIT_BSDFDATA_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_WS: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_GEOMETRIC_NORMAL: result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_NORMAL: result = IsNormalized(bsdfdata.coatNormalWS)? bsdfdata.coatNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.coatNormalWS)? bsdfdata.coatNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_BENT_NORMAL: result = IsNormalized(bsdfdata.bentNormalWS)? bsdfdata.bentNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_BENT_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.bentNormalWS)? bsdfdata.bentNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_A: result = bsdfdata.perceptualRoughnessA.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_PERCEPTUAL_ROUGHNESS_B: result = bsdfdata.perceptualRoughnessB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_LOBE_MIX: result = bsdfdata.lobeMix.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSE_POWER: result = bsdfdata.diffusePower.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_TANGENT_WS: result = bsdfdata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_BITANGENT_WS: result = bsdfdata.bitangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AT: result = bsdfdata.roughnessAT.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_AB: result = bsdfdata.roughnessAB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BT: result = bsdfdata.roughnessBT.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ROUGHNESS_BB: result = bsdfdata.roughnessBB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY_A: result = bsdfdata.anisotropyA.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_ANISOTROPY_B: result = bsdfdata.anisotropyB.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_ROUGHNESS: result = bsdfdata.coatRoughness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_PERCEPTUAL_ROUGHNESS: result = bsdfdata.coatPerceptualRoughness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_MASK: result = bsdfdata.coatMask.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_IOR: result = bsdfdata.coatIor.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_THICKNESS: result = bsdfdata.coatThickness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_COAT_EXTINCTION: result = bsdfdata.coatExtinction; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_IOR: result = bsdfdata.iridescenceIor.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_THICKNESS: result = bsdfdata.iridescenceThickness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_MASK: result = bsdfdata.iridescenceMask.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_COAT_FIXUP_TIR: result = bsdfdata.iridescenceCoatFixupTIR.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_IRIDESCENCE_COAT_FIXUP_TIRCLAMP: result = bsdfdata.iridescenceCoatFixupTIRClamp.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_DIFFUSION_PROFILE_INDEX: result = GetIndexColor(bsdfdata.diffusionProfileIndex); break; case DEBUGVIEW_STACKLIT_BSDFDATA_SUBSURFACE_MASK: result = bsdfdata.subsurfaceMask.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_THICKNESS: result = bsdfdata.thickness.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_USE_THICK_OBJECT_MODE: result = (bsdfdata.useThickObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; break; case DEBUGVIEW_STACKLIT_BSDFDATA_SPECULAR_OCCLUSION_CUSTOM_INPUT: result = bsdfdata.specularOcclusionCustomInput.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_VISIBILITY_RATIO_THRESHOLD: result = bsdfdata.soFixupVisibilityRatioThreshold.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_STRENGTH_FACTOR: result = bsdfdata.soFixupStrengthFactor.xxx; break; case DEBUGVIEW_STACKLIT_BSDFDATA_SO_FIXUP_MAX_ADDED_ROUGHNESS: result = bsdfdata.soFixupMaxAddedRoughness.xxx; break; } } // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_STACKLIT_SURFACEDATA_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_METALLIC: result = surfacedata.metallic.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_DIELECTRIC_IOR: result = surfacedata.dielectricIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_USE_PROFILE_IOR: result = (surfacedata.useProfileIor) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_COLOR: result = surfacedata.specularColor; needLinearToSRGB = true; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_GEOMETRIC_NORMAL: result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL: result = IsNormalized(surfacedata.coatNormalWS)? surfacedata.coatNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.coatNormalWS)? surfacedata.coatNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_BENT_NORMAL: result = IsNormalized(surfacedata.bentNormalWS)? surfacedata.bentNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_BENT_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.bentNormalWS)? surfacedata.bentNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A: result = surfacedata.perceptualSmoothnessA.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B: result = surfacedata.perceptualSmoothnessB.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING: result = surfacedata.lobeMix.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_HAZINESS: result = surfacedata.haziness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_HAZE_EXTENT: result = surfacedata.hazeExtent.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_HAZY_GLOSS_MAX_DIELECTRIC_F0_WHEN_USING_METALLIC_INPUT: result = surfacedata.hazyGlossMaxDielectricF0.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT: result = surfacedata.tangentWS * 0.5 + 0.5; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY_A: result = surfacedata.anisotropyA.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY_B: result = surfacedata.anisotropyB.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR: result = surfacedata.iridescenceIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_LAYER_THICKNESS: result = surfacedata.iridescenceThickness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_MASK: result = surfacedata.iridescenceMask.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_COAT_FIXUP_TIR: result = surfacedata.iridescenceCoatFixupTIR.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_COAT_FIXUP_TIR_CLAMP: result = surfacedata.iridescenceCoatFixupTIRClamp.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS: result = surfacedata.coatPerceptualSmoothness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_MASK: result = surfacedata.coatMask.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR: result = surfacedata.coatIor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS: result = surfacedata.coatThickness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT: result = surfacedata.coatExtinction; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE_HASH: result = GetIndexColor(surfacedata.diffusionProfileHash); break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK: result = surfacedata.subsurfaceMask.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_TRANSMISSION_MASK: result = surfacedata.transmissionMask; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS: result = surfacedata.thickness.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FROM_CUSTOM_INPUT: result = surfacedata.specularOcclusionCustomInput.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_VISIBILITY_RATIO_THRESHOLD: result = surfacedata.soFixupVisibilityRatioThreshold.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_STRENGTH: result = surfacedata.soFixupStrengthFactor.xxx; break; case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_OCCLUSION_FIXUP_MAX_ADDED_ROUGHNESS: result = surfacedata.soFixupMaxAddedRoughness.xxx; break; } } #endif