2021-09-09 20:42:29 -04:00

213 lines
8.3 KiB
HLSL

//
// 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