// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef HAIR_CS_HLSL #define HAIR_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Hair+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY (1) // // UnityEngine.Rendering.HighDefinition.Hair+SurfaceData: static fields // #define DEBUGVIEW_HAIR_SURFACEDATA_MATERIAL_FEATURES (1400) #define DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION (1401) #define DEBUGVIEW_HAIR_SURFACEDATA_DIFFUSE (1402) #define DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_OCCLUSION (1403) #define DEBUGVIEW_HAIR_SURFACEDATA_NORMAL (1404) #define DEBUGVIEW_HAIR_SURFACEDATA_NORMAL_VIEW_SPACE (1405) #define DEBUGVIEW_HAIR_SURFACEDATA_GEOMETRIC_NORMAL (1406) #define DEBUGVIEW_HAIR_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1407) #define DEBUGVIEW_HAIR_SURFACEDATA_SMOOTHNESS (1408) #define DEBUGVIEW_HAIR_SURFACEDATA_TRANSMITTANCE (1409) #define DEBUGVIEW_HAIR_SURFACEDATA_RIM_TRANSMISSION_INTENSITY (1410) #define DEBUGVIEW_HAIR_SURFACEDATA_HAIR_STRAND_DIRECTION (1411) #define DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SMOOTHNESS (1412) #define DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_TINT (1413) #define DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SPECULAR_TINT (1414) #define DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_SHIFT (1415) #define DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SPECULAR_SHIFT (1416) // // UnityEngine.Rendering.HighDefinition.Hair+BSDFData: static fields // #define DEBUGVIEW_HAIR_BSDFDATA_MATERIAL_FEATURES (1450) #define DEBUGVIEW_HAIR_BSDFDATA_AMBIENT_OCCLUSION (1451) #define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION (1452) #define DEBUGVIEW_HAIR_BSDFDATA_DIFFUSE_COLOR (1453) #define DEBUGVIEW_HAIR_BSDFDATA_FRESNEL0 (1454) #define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_TINT (1455) #define DEBUGVIEW_HAIR_BSDFDATA_NORMAL_WS (1456) #define DEBUGVIEW_HAIR_BSDFDATA_NORMAL_VIEW_SPACE (1457) #define DEBUGVIEW_HAIR_BSDFDATA_GEOMETRIC_NORMAL (1458) #define DEBUGVIEW_HAIR_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1459) #define DEBUGVIEW_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS (1460) #define DEBUGVIEW_HAIR_BSDFDATA_TRANSMITTANCE (1461) #define DEBUGVIEW_HAIR_BSDFDATA_RIM_TRANSMISSION_INTENSITY (1462) #define DEBUGVIEW_HAIR_BSDFDATA_HAIR_STRAND_DIRECTION_WS (1463) #define DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY (1464) #define DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_PERCEPTUAL_ROUGHNESS (1465) #define DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_TINT (1466) #define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_EXPONENT (1467) #define DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_EXPONENT (1468) #define DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_SHIFT (1469) #define DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_SHIFT (1470) // Generated from UnityEngine.Rendering.HighDefinition.Hair+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float ambientOcclusion; float3 diffuseColor; float specularOcclusion; float3 normalWS; float3 geomNormalWS; float perceptualSmoothness; float3 transmittance; float rimTransmissionIntensity; float3 hairStrandDirectionWS; float secondaryPerceptualSmoothness; float3 specularTint; float3 secondarySpecularTint; float specularShift; float secondarySpecularShift; }; // Generated from UnityEngine.Rendering.HighDefinition.Hair+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float ambientOcclusion; float specularOcclusion; float3 diffuseColor; float3 fresnel0; float3 specularTint; float3 normalWS; float3 geomNormalWS; float perceptualRoughness; float3 transmittance; float rimTransmissionIntensity; float3 hairStrandDirectionWS; float anisotropy; float secondaryPerceptualRoughness; float3 secondarySpecularTint; float specularExponent; float secondarySpecularExponent; float specularShift; float secondarySpecularShift; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_HAIR_SURFACEDATA_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; case DEBUGVIEW_HAIR_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_DIFFUSE: result = surfacedata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_OCCLUSION: result = surfacedata.specularOcclusion.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_NORMAL: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_SURFACEDATA_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_SURFACEDATA_GEOMETRIC_NORMAL: result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_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_HAIR_SURFACEDATA_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_TRANSMITTANCE: result = surfacedata.transmittance; break; case DEBUGVIEW_HAIR_SURFACEDATA_RIM_TRANSMISSION_INTENSITY: result = surfacedata.rimTransmissionIntensity.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_HAIR_STRAND_DIRECTION: result = surfacedata.hairStrandDirectionWS * 0.5 + 0.5; break; case DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SMOOTHNESS: result = surfacedata.secondaryPerceptualSmoothness.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_TINT: result = surfacedata.specularTint; needLinearToSRGB = true; break; case DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SPECULAR_TINT: result = surfacedata.secondarySpecularTint; needLinearToSRGB = true; break; case DEBUGVIEW_HAIR_SURFACEDATA_SPECULAR_SHIFT: result = surfacedata.specularShift.xxx; break; case DEBUGVIEW_HAIR_SURFACEDATA_SECONDARY_SPECULAR_SHIFT: result = surfacedata.secondarySpecularShift.xxx; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_HAIR_BSDFDATA_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; case DEBUGVIEW_HAIR_BSDFDATA_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_OCCLUSION: result = bsdfdata.specularOcclusion.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_HAIR_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_TINT: result = bsdfdata.specularTint; break; case DEBUGVIEW_HAIR_BSDFDATA_NORMAL_WS: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_BSDFDATA_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_BSDFDATA_GEOMETRIC_NORMAL: result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_HAIR_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_HAIR_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_TRANSMITTANCE: result = bsdfdata.transmittance; break; case DEBUGVIEW_HAIR_BSDFDATA_RIM_TRANSMISSION_INTENSITY: result = bsdfdata.rimTransmissionIntensity.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_HAIR_STRAND_DIRECTION_WS: result = bsdfdata.hairStrandDirectionWS * 0.5 + 0.5; break; case DEBUGVIEW_HAIR_BSDFDATA_ANISOTROPY: result = bsdfdata.anisotropy.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_PERCEPTUAL_ROUGHNESS: result = bsdfdata.secondaryPerceptualRoughness.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_TINT: result = bsdfdata.secondarySpecularTint; break; case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_EXPONENT: result = bsdfdata.specularExponent.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_EXPONENT: result = bsdfdata.secondarySpecularExponent.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SPECULAR_SHIFT: result = bsdfdata.specularShift.xxx; break; case DEBUGVIEW_HAIR_BSDFDATA_SECONDARY_SPECULAR_SHIFT: result = bsdfdata.secondarySpecularShift.xxx; break; } } #endif