// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef UNLIT_CS_HLSL #define UNLIT_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Unlit+BSDFData: static fields // #define DEBUGVIEW_UNLIT_BSDFDATA_COLOR (350) // // UnityEngine.Rendering.HighDefinition.Unlit+SurfaceData: static fields // #define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (300) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL (301) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE (302) #define DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT (303) // Generated from UnityEngine.Rendering.HighDefinition.Unlit+BSDFData // PackingRules = Exact struct BSDFData { float3 color; }; // Generated from UnityEngine.Rendering.HighDefinition.Unlit+SurfaceData // PackingRules = Exact struct SurfaceData { float3 color; float3 normalWS; #if defined(_ENABLE_SHADOW_MATTE) && (SHADERPASS == SHADERPASS_PATH_TRACING) float4 shadowTint; #endif }; // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_UNLIT_BSDFDATA_COLOR: result = bsdfdata.color; needLinearToSRGB = true; break; } } // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR: result = surfacedata.color; needLinearToSRGB = true; break; case DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL: result = surfacedata.normalWS * 0.5 + 0.5; break; case DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; #if defined(_ENABLE_SHADOW_MATTE) && (SHADERPASS == SHADERPASS_PATH_TRACING) case DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT: result = surfacedata.shadowTint.xyz; needLinearToSRGB = true; break; #else case DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT: result = 0; break; #endif } } #endif