// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef EYE_CS_HLSL #define EYE_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Eye+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_EYE_CINEMATIC (1) #define MATERIALFEATUREFLAGS_EYE_SUBSURFACE_SCATTERING (2) // // UnityEngine.Rendering.HighDefinition.Eye+SurfaceData: static fields // #define DEBUGVIEW_EYE_SURFACEDATA_MATERIAL_FEATURES (1500) #define DEBUGVIEW_EYE_SURFACEDATA_BASE_COLOR (1501) #define DEBUGVIEW_EYE_SURFACEDATA_NORMAL (1502) #define DEBUGVIEW_EYE_SURFACEDATA_NORMAL_VIEW_SPACE (1503) #define DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL (1504) #define DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL_VIEW_SPACE (1505) #define DEBUGVIEW_EYE_SURFACEDATA_GEOMETRIC_NORMAL (1506) #define DEBUGVIEW_EYE_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1507) #define DEBUGVIEW_EYE_SURFACEDATA_SMOOTHNESS (1508) #define DEBUGVIEW_EYE_SURFACEDATA_AMBIENT_OCCLUSION (1509) #define DEBUGVIEW_EYE_SURFACEDATA_SPECULAR_OCCLUSION (1510) #define DEBUGVIEW_EYE_SURFACEDATA_IOR (1511) #define DEBUGVIEW_EYE_SURFACEDATA_MASK (1512) #define DEBUGVIEW_EYE_SURFACEDATA_DIFFUSION_PROFILE_HASH (1513) #define DEBUGVIEW_EYE_SURFACEDATA_SUBSURFACE_MASK (1514) // // UnityEngine.Rendering.HighDefinition.Eye+BSDFData: static fields // #define DEBUGVIEW_EYE_BSDFDATA_MATERIAL_FEATURES (1550) #define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_COLOR (1551) #define DEBUGVIEW_EYE_BSDFDATA_FRESNEL0 (1552) #define DEBUGVIEW_EYE_BSDFDATA_IOR (1553) #define DEBUGVIEW_EYE_BSDFDATA_AMBIENT_OCCLUSION (1554) #define DEBUGVIEW_EYE_BSDFDATA_SPECULAR_OCCLUSION (1555) #define DEBUGVIEW_EYE_BSDFDATA_NORMAL_WS (1556) #define DEBUGVIEW_EYE_BSDFDATA_NORMAL_VIEW_SPACE (1557) #define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_WS (1558) #define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_VIEW_SPACE (1559) #define DEBUGVIEW_EYE_BSDFDATA_GEOMETRIC_NORMAL (1560) #define DEBUGVIEW_EYE_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1561) #define DEBUGVIEW_EYE_BSDFDATA_PERCEPTUAL_ROUGHNESS (1562) #define DEBUGVIEW_EYE_BSDFDATA_MASK (1563) #define DEBUGVIEW_EYE_BSDFDATA_DIFFUSION_PROFILE_INDEX (1564) #define DEBUGVIEW_EYE_BSDFDATA_SUBSURFACE_MASK (1565) #define DEBUGVIEW_EYE_BSDFDATA_ROUGHNESS (1566) // Generated from UnityEngine.Rendering.HighDefinition.Eye+SurfaceData // PackingRules = Exact struct SurfaceData { uint materialFeatures; float3 baseColor; float3 normalWS; float3 irisNormalWS; float3 geomNormalWS; float perceptualSmoothness; float ambientOcclusion; float specularOcclusion; float IOR; float2 mask; uint diffusionProfileHash; float subsurfaceMask; }; // Generated from UnityEngine.Rendering.HighDefinition.Eye+BSDFData // PackingRules = Exact struct BSDFData { uint materialFeatures; float3 diffuseColor; float3 fresnel0; float IOR; float ambientOcclusion; float specularOcclusion; float3 normalWS; float3 diffuseNormalWS; float3 geomNormalWS; float perceptualRoughness; float2 mask; uint diffusionProfileIndex; float subsurfaceMask; float roughness; }; // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_EYE_SURFACEDATA_MATERIAL_FEATURES: result = GetIndexColor(surfacedata.materialFeatures); break; case DEBUGVIEW_EYE_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_EYE_SURFACEDATA_NORMAL: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_SURFACEDATA_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL: result = IsNormalized(surfacedata.irisNormalWS)? surfacedata.irisNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.irisNormalWS)? surfacedata.irisNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_SURFACEDATA_GEOMETRIC_NORMAL: result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_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_EYE_SURFACEDATA_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_EYE_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; case DEBUGVIEW_EYE_SURFACEDATA_SPECULAR_OCCLUSION: result = surfacedata.specularOcclusion.xxx; break; case DEBUGVIEW_EYE_SURFACEDATA_IOR: result = surfacedata.IOR.xxx; needLinearToSRGB = true; break; case DEBUGVIEW_EYE_SURFACEDATA_MASK: result = float3(surfacedata.mask, 0.0); needLinearToSRGB = true; break; case DEBUGVIEW_EYE_SURFACEDATA_DIFFUSION_PROFILE_HASH: result = GetIndexColor(surfacedata.diffusionProfileHash); break; case DEBUGVIEW_EYE_SURFACEDATA_SUBSURFACE_MASK: result = surfacedata.subsurfaceMask.xxx; break; } } // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_EYE_BSDFDATA_MATERIAL_FEATURES: result = GetIndexColor(bsdfdata.materialFeatures); break; case DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_EYE_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_EYE_BSDFDATA_IOR: result = bsdfdata.IOR.xxx; break; case DEBUGVIEW_EYE_BSDFDATA_AMBIENT_OCCLUSION: result = bsdfdata.ambientOcclusion.xxx; break; case DEBUGVIEW_EYE_BSDFDATA_SPECULAR_OCCLUSION: result = bsdfdata.specularOcclusion.xxx; break; case DEBUGVIEW_EYE_BSDFDATA_NORMAL_WS: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_BSDFDATA_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_WS: result = IsNormalized(bsdfdata.diffuseNormalWS)? bsdfdata.diffuseNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.diffuseNormalWS)? bsdfdata.diffuseNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_BSDFDATA_GEOMETRIC_NORMAL: result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_EYE_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_EYE_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_EYE_BSDFDATA_MASK: result = float3(bsdfdata.mask, 0.0); break; case DEBUGVIEW_EYE_BSDFDATA_DIFFUSION_PROFILE_INDEX: result = GetIndexColor(bsdfdata.diffusionProfileIndex); break; case DEBUGVIEW_EYE_BSDFDATA_SUBSURFACE_MASK: result = bsdfdata.subsurfaceMask.xxx; break; case DEBUGVIEW_EYE_BSDFDATA_ROUGHNESS: result = bsdfdata.roughness.xxx; break; } } #endif