213 lines
8.3 KiB
HLSL
213 lines
8.3 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 EYE_CS_HLSL
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#define EYE_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.Eye+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_EYE_CINEMATIC (1)
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#define MATERIALFEATUREFLAGS_EYE_SUBSURFACE_SCATTERING (2)
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//
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// UnityEngine.Rendering.HighDefinition.Eye+SurfaceData: static fields
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//
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#define DEBUGVIEW_EYE_SURFACEDATA_MATERIAL_FEATURES (1500)
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#define DEBUGVIEW_EYE_SURFACEDATA_BASE_COLOR (1501)
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#define DEBUGVIEW_EYE_SURFACEDATA_NORMAL (1502)
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#define DEBUGVIEW_EYE_SURFACEDATA_NORMAL_VIEW_SPACE (1503)
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#define DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL (1504)
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#define DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL_VIEW_SPACE (1505)
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#define DEBUGVIEW_EYE_SURFACEDATA_GEOMETRIC_NORMAL (1506)
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#define DEBUGVIEW_EYE_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1507)
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#define DEBUGVIEW_EYE_SURFACEDATA_SMOOTHNESS (1508)
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#define DEBUGVIEW_EYE_SURFACEDATA_AMBIENT_OCCLUSION (1509)
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#define DEBUGVIEW_EYE_SURFACEDATA_SPECULAR_OCCLUSION (1510)
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#define DEBUGVIEW_EYE_SURFACEDATA_IOR (1511)
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#define DEBUGVIEW_EYE_SURFACEDATA_MASK (1512)
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#define DEBUGVIEW_EYE_SURFACEDATA_DIFFUSION_PROFILE_HASH (1513)
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#define DEBUGVIEW_EYE_SURFACEDATA_SUBSURFACE_MASK (1514)
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//
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// UnityEngine.Rendering.HighDefinition.Eye+BSDFData: static fields
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//
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#define DEBUGVIEW_EYE_BSDFDATA_MATERIAL_FEATURES (1550)
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#define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_COLOR (1551)
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#define DEBUGVIEW_EYE_BSDFDATA_FRESNEL0 (1552)
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#define DEBUGVIEW_EYE_BSDFDATA_IOR (1553)
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#define DEBUGVIEW_EYE_BSDFDATA_AMBIENT_OCCLUSION (1554)
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#define DEBUGVIEW_EYE_BSDFDATA_SPECULAR_OCCLUSION (1555)
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#define DEBUGVIEW_EYE_BSDFDATA_NORMAL_WS (1556)
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#define DEBUGVIEW_EYE_BSDFDATA_NORMAL_VIEW_SPACE (1557)
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#define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_WS (1558)
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#define DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_VIEW_SPACE (1559)
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#define DEBUGVIEW_EYE_BSDFDATA_GEOMETRIC_NORMAL (1560)
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#define DEBUGVIEW_EYE_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1561)
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#define DEBUGVIEW_EYE_BSDFDATA_PERCEPTUAL_ROUGHNESS (1562)
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#define DEBUGVIEW_EYE_BSDFDATA_MASK (1563)
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#define DEBUGVIEW_EYE_BSDFDATA_DIFFUSION_PROFILE_INDEX (1564)
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#define DEBUGVIEW_EYE_BSDFDATA_SUBSURFACE_MASK (1565)
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#define DEBUGVIEW_EYE_BSDFDATA_ROUGHNESS (1566)
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// Generated from UnityEngine.Rendering.HighDefinition.Eye+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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float3 normalWS;
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float3 irisNormalWS;
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float3 geomNormalWS;
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float perceptualSmoothness;
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float ambientOcclusion;
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float specularOcclusion;
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float IOR;
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float2 mask;
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uint diffusionProfileHash;
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float subsurfaceMask;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.Eye+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 IOR;
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float ambientOcclusion;
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float specularOcclusion;
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float3 normalWS;
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float3 diffuseNormalWS;
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float3 geomNormalWS;
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float perceptualRoughness;
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float2 mask;
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uint diffusionProfileIndex;
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float subsurfaceMask;
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float roughness;
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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_EYE_SURFACEDATA_MATERIAL_FEATURES:
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result = GetIndexColor(surfacedata.materialFeatures);
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break;
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case DEBUGVIEW_EYE_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_EYE_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_EYE_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_EYE_SURFACEDATA_IRIS_NORMAL:
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result = IsNormalized(surfacedata.irisNormalWS)? surfacedata.irisNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_IRIS_NORMAL_VIEW_SPACE:
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result = IsNormalized(surfacedata.irisNormalWS)? surfacedata.irisNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_EYE_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_EYE_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_EYE_SURFACEDATA_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_AMBIENT_OCCLUSION:
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result = surfacedata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_SPECULAR_OCCLUSION:
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result = surfacedata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_IOR:
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result = surfacedata.IOR.xxx;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_MASK:
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result = float3(surfacedata.mask, 0.0);
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_DIFFUSION_PROFILE_HASH:
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result = GetIndexColor(surfacedata.diffusionProfileHash);
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break;
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case DEBUGVIEW_EYE_SURFACEDATA_SUBSURFACE_MASK:
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result = surfacedata.subsurfaceMask.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_EYE_BSDFDATA_MATERIAL_FEATURES:
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result = GetIndexColor(bsdfdata.materialFeatures);
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break;
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case DEBUGVIEW_EYE_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_EYE_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_EYE_BSDFDATA_IOR:
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result = bsdfdata.IOR.xxx;
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break;
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case DEBUGVIEW_EYE_BSDFDATA_AMBIENT_OCCLUSION:
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result = bsdfdata.ambientOcclusion.xxx;
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break;
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case DEBUGVIEW_EYE_BSDFDATA_SPECULAR_OCCLUSION:
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result = bsdfdata.specularOcclusion.xxx;
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break;
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case DEBUGVIEW_EYE_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_EYE_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_EYE_BSDFDATA_DIFFUSE_NORMAL_WS:
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result = IsNormalized(bsdfdata.diffuseNormalWS)? bsdfdata.diffuseNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_EYE_BSDFDATA_DIFFUSE_NORMAL_VIEW_SPACE:
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result = IsNormalized(bsdfdata.diffuseNormalWS)? bsdfdata.diffuseNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_EYE_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_EYE_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_EYE_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_EYE_BSDFDATA_MASK:
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result = float3(bsdfdata.mask, 0.0);
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break;
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case DEBUGVIEW_EYE_BSDFDATA_DIFFUSION_PROFILE_INDEX:
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result = GetIndexColor(bsdfdata.diffusionProfileIndex);
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break;
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case DEBUGVIEW_EYE_BSDFDATA_SUBSURFACE_MASK:
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result = bsdfdata.subsurfaceMask.xxx;
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break;
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case DEBUGVIEW_EYE_BSDFDATA_ROUGHNESS:
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result = bsdfdata.roughness.xxx;
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break;
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}
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}
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#endif
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