114 lines
4.0 KiB
HLSL
114 lines
4.0 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 BUILTINDATA_CS_HLSL
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#define BUILTINDATA_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData: static fields
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//
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_ALPHA_CLIP_TRESHOLD (101)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING (102)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING (103)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_0 (104)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_1 (105)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_2 (106)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_3 (107)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (108)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_MOTION_VECTOR (109)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (110)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (111)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS (112)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (113)
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#define DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK (114)
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// Generated from UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData
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// PackingRules = Exact
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struct BuiltinData
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{
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real opacity;
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real alphaClipTreshold;
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real3 bakeDiffuseLighting;
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real3 backBakeDiffuseLighting;
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real shadowMask0;
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real shadowMask1;
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real shadowMask2;
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real shadowMask3;
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real3 emissiveColor;
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real2 motionVector;
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real2 distortion;
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real distortionBlur;
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uint renderingLayers;
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float depthOffset;
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real4 vtPackedFeedback;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.Builtin+LightTransportData
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// PackingRules = Exact
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struct LightTransportData
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{
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real3 diffuseColor;
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real3 emissiveColor;
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};
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//
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// Debug functions
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//
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void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, 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_BUILTIN_BUILTINDATA_OPACITY:
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result = builtindata.opacity.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_ALPHA_CLIP_TRESHOLD:
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result = builtindata.alphaClipTreshold.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING:
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result = builtindata.bakeDiffuseLighting;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING:
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result = builtindata.backBakeDiffuseLighting;
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needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_0:
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result = builtindata.shadowMask0.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_1:
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result = builtindata.shadowMask1.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_2:
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result = builtindata.shadowMask2.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_3:
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result = builtindata.shadowMask3.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR:
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result = builtindata.emissiveColor;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_MOTION_VECTOR:
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result = float3(builtindata.motionVector, 0.0);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION:
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result = float3(builtindata.distortion, 0.0);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR:
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result = builtindata.distortionBlur.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS:
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result = GetIndexColor(builtindata.renderingLayers);
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
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result = builtindata.depthOffset.xxx;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK:
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result = builtindata.vtPackedFeedback.xyz;
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break;
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}
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}
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#endif
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