// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef BUILTINDATA_CS_HLSL #define BUILTINDATA_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData: static fields // #define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) #define DEBUGVIEW_BUILTIN_BUILTINDATA_ALPHA_CLIP_TRESHOLD (101) #define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING (102) #define DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING (103) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_0 (104) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_1 (105) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_2 (106) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_3 (107) #define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (108) #define DEBUGVIEW_BUILTIN_BUILTINDATA_MOTION_VECTOR (109) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (110) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (111) #define DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS (112) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (113) #define DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK (114) // Generated from UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData // PackingRules = Exact struct BuiltinData { real opacity; real alphaClipTreshold; real3 bakeDiffuseLighting; real3 backBakeDiffuseLighting; real shadowMask0; real shadowMask1; real shadowMask2; real shadowMask3; real3 emissiveColor; real2 motionVector; real2 distortion; real distortionBlur; uint renderingLayers; float depthOffset; real4 vtPackedFeedback; }; // Generated from UnityEngine.Rendering.HighDefinition.Builtin+LightTransportData // PackingRules = Exact struct LightTransportData { real3 diffuseColor; real3 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_ALPHA_CLIP_TRESHOLD: result = builtindata.alphaClipTreshold.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING: result = builtindata.bakeDiffuseLighting; needLinearToSRGB = true; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING: result = builtindata.backBakeDiffuseLighting; needLinearToSRGB = true; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_0: result = builtindata.shadowMask0.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_1: result = builtindata.shadowMask1.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_2: result = builtindata.shadowMask2.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_3: result = builtindata.shadowMask3.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR: result = builtindata.emissiveColor; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_MOTION_VECTOR: result = float3(builtindata.motionVector, 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_RENDERING_LAYERS: result = GetIndexColor(builtindata.renderingLayers); break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET: result = builtindata.depthOffset.xxx; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK: result = builtindata.vtPackedFeedback.xyz; break; } } #endif