// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef DEBUGDISPLAY_CS_HLSL #define DEBUGDISPLAY_CS_HLSL // // UnityEngine.Rendering.HighDefinition.FullScreenDebugMode: static fields // #define FULLSCREENDEBUGMODE_NONE (0) #define FULLSCREENDEBUGMODE_MIN_LIGHTING_FULL_SCREEN_DEBUG (1) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_AMBIENT_OCCLUSION (2) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTIONS (3) #define FULLSCREENDEBUGMODE_TRANSPARENT_SCREEN_SPACE_REFLECTIONS (4) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTIONS_PREV (5) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTIONS_ACCUM (6) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTION_SPEED_REJECTION (7) #define FULLSCREENDEBUGMODE_CONTACT_SHADOWS (8) #define FULLSCREENDEBUGMODE_CONTACT_SHADOWS_FADE (9) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_SHADOWS (10) #define FULLSCREENDEBUGMODE_PRE_REFRACTION_COLOR_PYRAMID (11) #define FULLSCREENDEBUGMODE_DEPTH_PYRAMID (12) #define FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID (13) #define FULLSCREENDEBUGMODE_LIGHT_CLUSTER (14) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_GLOBAL_ILLUMINATION (15) #define FULLSCREENDEBUGMODE_RECURSIVE_RAY_TRACING (16) #define FULLSCREENDEBUGMODE_RAY_TRACED_SUB_SURFACE (17) #define FULLSCREENDEBUGMODE_VOLUMETRIC_CLOUDS (18) #define FULLSCREENDEBUGMODE_VOLUMETRIC_CLOUDS_SHADOW (19) #define FULLSCREENDEBUGMODE_VOLUMETRIC_FOG (20) #define FULLSCREENDEBUGMODE_RAY_TRACING_ACCELERATION_STRUCTURE (21) #define FULLSCREENDEBUGMODE_MAX_LIGHTING_FULL_SCREEN_DEBUG (22) #define FULLSCREENDEBUGMODE_MIN_RENDERING_FULL_SCREEN_DEBUG (23) #define FULLSCREENDEBUGMODE_MOTION_VECTORS (24) #define FULLSCREENDEBUGMODE_MOTION_VECTORS_INTENSITY (25) #define FULLSCREENDEBUGMODE_WORLD_SPACE_POSITION (26) #define FULLSCREENDEBUGMODE_NAN_TRACKER (27) #define FULLSCREENDEBUGMODE_COLOR_LOG (28) #define FULLSCREENDEBUGMODE_DEPTH_OF_FIELD_COC (29) #define FULLSCREENDEBUGMODE_DEPTH_OF_FIELD_TILE_CLASSIFICATION (30) #define FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW (31) #define FULLSCREENDEBUGMODE_QUAD_OVERDRAW (32) #define FULLSCREENDEBUGMODE_LOCAL_VOLUMETRIC_FOG_OVERDRAW (33) #define FULLSCREENDEBUGMODE_VERTEX_DENSITY (34) #define FULLSCREENDEBUGMODE_REQUESTED_VIRTUAL_TEXTURE_TILES (35) #define FULLSCREENDEBUGMODE_LENS_FLARE_DATA_DRIVEN (36) #define FULLSCREENDEBUGMODE_LENS_FLARE_SCREEN_SPACE (37) #define FULLSCREENDEBUGMODE_COMPUTE_THICKNESS (38) #define FULLSCREENDEBUGMODE_HIGH_QUALITY_LINES (39) #define FULLSCREENDEBUGMODE_STP (40) #define FULLSCREENDEBUGMODE_MAX_RENDERING_FULL_SCREEN_DEBUG (41) #define FULLSCREENDEBUGMODE_MIN_MATERIAL_FULL_SCREEN_DEBUG (42) #define FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR (43) #define FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR (44) #define FULLSCREENDEBUGMODE_MAX_MATERIAL_FULL_SCREEN_DEBUG (45) // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesDebugDisplay // PackingRules = Exact CBUFFER_START(ShaderVariablesDebugDisplay) float4 _DebugRenderingLayersColors[32]; uint4 _DebugViewMaterialArray[11]; float4 _DebugAPVSubdivColors[7]; int _DebugLightingMode; int _DebugLightLayersMask; int _DebugShadowMapMode; int _DebugMipMapMode; int _DebugFullScreenMode; float _DebugTransparencyOverdrawWeight; int _DebugMipMapModeTerrainTexture; int _ColorPickerMode; float _DebugMipMapOpacity; int _DebugMipMapStatusMode; int _DebugMipMapShowStatusCode; float _DebugMipMapRecentlyUpdatedCooldown; float4 _DebugViewportSize; float4 _DebugLightingAlbedo; float4 _DebugLightingSmoothness; float4 _DebugLightingNormal; float4 _DebugLightingAmbientOcclusion; float4 _DebugLightingSpecularColor; float4 _DebugLightingEmissiveColor; float4 _DebugLightingMaterialValidateHighColor; float4 _DebugLightingMaterialValidateLowColor; float4 _DebugLightingMaterialValidatePureMetalColor; float4 _MousePixelCoord; float4 _MouseClickPixelCoord; int _MatcapMixAlbedo; float _MatcapViewScale; int _DebugSingleShadowIndex; int _DebugIsLitShaderModeDeferred; float _DebugCurrentRealTime; int _DebugAOVOutput; float _ShaderVariablesDebugDisplayPad0; float _ShaderVariablesDebugDisplayPad1; CBUFFER_END #endif