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