230 lines
9.0 KiB
HLSL
230 lines
9.0 KiB
HLSL
//
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// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead
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//
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#ifndef FABRIC_CS_HLSL
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#define FABRIC_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.Fabric+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL (1)
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#define MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING (2)
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#define MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION (4)
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//
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// UnityEngine.Rendering.HighDefinition.Fabric+SurfaceData: static fields
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//
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#define DEBUGVIEW_FABRIC_SURFACEDATA_MATERIAL_FEATURES (1300)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_BASE_COLOR (1301)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_OCCLUSION (1302)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL (1303)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL_VIEW_SPACE (1304)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_GEOMETRIC_NORMAL (1305)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1306)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_SMOOTHNESS (1307)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_AMBIENT_OCCLUSION (1308)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_TINT (1309)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_DIFFUSION_PROFILE_HASH (1310)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_SUBSURFACE_MASK (1311)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_THICKNESS (1312)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_TANGENT (1313)
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#define DEBUGVIEW_FABRIC_SURFACEDATA_ANISOTROPY (1314)
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//
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// UnityEngine.Rendering.HighDefinition.Fabric+BSDFData: static fields
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//
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#define DEBUGVIEW_FABRIC_BSDFDATA_MATERIAL_FEATURES (1350)
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#define DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSE_COLOR (1351)
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#define DEBUGVIEW_FABRIC_BSDFDATA_FRESNEL0 (1352)
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#define DEBUGVIEW_FABRIC_BSDFDATA_AMBIENT_OCCLUSION (1353)
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#define DEBUGVIEW_FABRIC_BSDFDATA_SPECULAR_OCCLUSION (1354)
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#define DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_WS (1355)
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#define DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_VIEW_SPACE (1356)
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#define DEBUGVIEW_FABRIC_BSDFDATA_GEOMETRIC_NORMAL (1357)
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#define DEBUGVIEW_FABRIC_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1358)
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#define DEBUGVIEW_FABRIC_BSDFDATA_PERCEPTUAL_ROUGHNESS (1359)
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#define DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSION_PROFILE_INDEX (1360)
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#define DEBUGVIEW_FABRIC_BSDFDATA_SUBSURFACE_MASK (1361)
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#define DEBUGVIEW_FABRIC_BSDFDATA_THICKNESS (1362)
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#define DEBUGVIEW_FABRIC_BSDFDATA_USE_THICK_OBJECT_MODE (1363)
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#define DEBUGVIEW_FABRIC_BSDFDATA_TRANSMITTANCE (1364)
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#define DEBUGVIEW_FABRIC_BSDFDATA_TANGENT_WS (1365)
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#define DEBUGVIEW_FABRIC_BSDFDATA_BITANGENT_WS (1366)
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#define DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_T (1367)
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#define DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_B (1368)
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#define DEBUGVIEW_FABRIC_BSDFDATA_ANISOTROPY (1369)
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// Generated from UnityEngine.Rendering.HighDefinition.Fabric+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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uint materialFeatures;
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float3 baseColor;
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float specularOcclusion;
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float3 normalWS;
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float3 geomNormalWS;
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float perceptualSmoothness;
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float ambientOcclusion;
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float3 specularColor;
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uint diffusionProfileHash;
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float subsurfaceMask;
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float thickness;
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float3 tangentWS;
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float anisotropy;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.Fabric+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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uint materialFeatures;
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float3 diffuseColor;
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float3 fresnel0;
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float ambientOcclusion;
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float specularOcclusion;
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float3 normalWS;
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float3 geomNormalWS;
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float perceptualRoughness;
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uint diffusionProfileIndex;
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float subsurfaceMask;
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float thickness;
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bool useThickObjectMode;
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float3 transmittance;
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float3 tangentWS;
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float3 bitangentWS;
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float roughnessT;
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float roughnessB;
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float anisotropy;
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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_FABRIC_SURFACEDATA_MATERIAL_FEATURES:
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result = GetIndexColor(surfacedata.materialFeatures);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_BASE_COLOR:
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result = surfacedata.baseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL:
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result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_NORMAL_VIEW_SPACE:
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result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_GEOMETRIC_NORMAL:
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result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE:
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result = IsNormalized(surfacedata.geomNormalWS)? surfacedata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_SPECULAR_TINT:
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result = surfacedata.specularColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_DIFFUSION_PROFILE_HASH:
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result = GetIndexColor(surfacedata.diffusionProfileHash);
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_SUBSURFACE_MASK:
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result = surfacedata.subsurfaceMask.xxx;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_THICKNESS:
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result = surfacedata.thickness.xxx;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_TANGENT:
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result = surfacedata.tangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_FABRIC_SURFACEDATA_ANISOTROPY:
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result = surfacedata.anisotropy.xxx;
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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 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_FABRIC_BSDFDATA_MATERIAL_FEATURES:
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result = GetIndexColor(bsdfdata.materialFeatures);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSE_COLOR:
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result = bsdfdata.diffuseColor;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_AMBIENT_OCCLUSION:
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result = bsdfdata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_WS:
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result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_NORMAL_VIEW_SPACE:
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result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_GEOMETRIC_NORMAL:
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result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE:
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result = IsNormalized(bsdfdata.geomNormalWS)? bsdfdata.geomNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_DIFFUSION_PROFILE_INDEX:
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result = GetIndexColor(bsdfdata.diffusionProfileIndex);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_SUBSURFACE_MASK:
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result = bsdfdata.subsurfaceMask.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_THICKNESS:
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result = bsdfdata.thickness.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_USE_THICK_OBJECT_MODE:
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result = (bsdfdata.useThickObjectMode) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_TRANSMITTANCE:
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result = bsdfdata.transmittance;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_TANGENT_WS:
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result = bsdfdata.tangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_BITANGENT_WS:
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result = bsdfdata.bitangentWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_T:
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result = bsdfdata.roughnessT.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_ROUGHNESS_B:
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result = bsdfdata.roughnessB.xxx;
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break;
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case DEBUGVIEW_FABRIC_BSDFDATA_ANISOTROPY:
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result = bsdfdata.anisotropy.xxx;
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break;
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}
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}
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#endif
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