// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef WATER_CS_HLSL #define WATER_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Water+MaterialFeatureFlags: static fields // #define MATERIALFEATUREFLAGS_WATER_STANDARD (1) #define MATERIALFEATUREFLAGS_WATER_CINEMATIC (2) // // UnityEngine.Rendering.HighDefinition.Water+BSDFData: static fields // #define DEBUGVIEW_WATER_BSDFDATA_DIFFUSE_COLOR (1650) #define DEBUGVIEW_WATER_BSDFDATA_FRESNEL0 (1651) #define DEBUGVIEW_WATER_BSDFDATA_NORMAL_WS (1652) #define DEBUGVIEW_WATER_BSDFDATA_NORMAL_VIEW_SPACE (1653) #define DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_WS (1654) #define DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE (1655) #define DEBUGVIEW_WATER_BSDFDATA_PERCEPTUAL_ROUGHNESS (1656) #define DEBUGVIEW_WATER_BSDFDATA_ROUGHNESS (1657) #define DEBUGVIEW_WATER_BSDFDATA_CAUSTICS (1658) #define DEBUGVIEW_WATER_BSDFDATA_FOAM (1659) #define DEBUGVIEW_WATER_BSDFDATA_FOAM_COLOR (1660) #define DEBUGVIEW_WATER_BSDFDATA_TIP_THICKNESS (1661) #define DEBUGVIEW_WATER_BSDFDATA_FRONT_FACE (1662) #define DEBUGVIEW_WATER_BSDFDATA_SURFACE_INDEX (1663) // // UnityEngine.Rendering.HighDefinition.Water+SurfaceData: static fields // #define DEBUGVIEW_WATER_SURFACEDATA_BASE_COLOR (1600) #define DEBUGVIEW_WATER_SURFACEDATA_NORMAL_WS (1601) #define DEBUGVIEW_WATER_SURFACEDATA_NORMAL_VIEW_SPACE (1602) #define DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_WS (1603) #define DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE (1604) #define DEBUGVIEW_WATER_SURFACEDATA_SMOOTHNESS (1605) #define DEBUGVIEW_WATER_SURFACEDATA_FOAM (1606) #define DEBUGVIEW_WATER_SURFACEDATA_TIP_THICKNESS (1607) #define DEBUGVIEW_WATER_SURFACEDATA_CAUSTICS (1608) #define DEBUGVIEW_WATER_SURFACEDATA_REFRACTED_POSITION_WS (1609) // Generated from UnityEngine.Rendering.HighDefinition.Water+BSDFData // PackingRules = Exact struct BSDFData { float3 diffuseColor; float3 fresnel0; float3 normalWS; float3 lowFrequencyNormalWS; float perceptualRoughness; float roughness; float caustics; float foam; float3 foamColor; float tipThickness; uint frontFace; uint surfaceIndex; }; // Generated from UnityEngine.Rendering.HighDefinition.Water+SurfaceData // PackingRules = Exact struct SurfaceData { float3 baseColor; float3 normalWS; float3 lowFrequencyNormalWS; float perceptualSmoothness; float foam; float tipThickness; float caustics; float3 refractedPositionWS; }; // // Debug functions // void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_WATER_BSDFDATA_DIFFUSE_COLOR: result = bsdfdata.diffuseColor; needLinearToSRGB = true; break; case DEBUGVIEW_WATER_BSDFDATA_FRESNEL0: result = bsdfdata.fresnel0; break; case DEBUGVIEW_WATER_BSDFDATA_NORMAL_WS: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_BSDFDATA_NORMAL_VIEW_SPACE: result = IsNormalized(bsdfdata.normalWS)? bsdfdata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_WS: result = bsdfdata.lowFrequencyNormalWS * 0.5 + 0.5; break; case DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE: result = bsdfdata.lowFrequencyNormalWS * 0.5 + 0.5; break; case DEBUGVIEW_WATER_BSDFDATA_PERCEPTUAL_ROUGHNESS: result = bsdfdata.perceptualRoughness.xxx; break; case DEBUGVIEW_WATER_BSDFDATA_ROUGHNESS: result = bsdfdata.roughness.xxx; break; case DEBUGVIEW_WATER_BSDFDATA_CAUSTICS: result = bsdfdata.caustics.xxx; break; case DEBUGVIEW_WATER_BSDFDATA_FOAM: result = bsdfdata.foam.xxx; break; case DEBUGVIEW_WATER_BSDFDATA_FOAM_COLOR: result = bsdfdata.foamColor; break; case DEBUGVIEW_WATER_BSDFDATA_TIP_THICKNESS: result = bsdfdata.tipThickness.xxx; break; case DEBUGVIEW_WATER_BSDFDATA_FRONT_FACE: result = GetIndexColor(bsdfdata.frontFace); break; case DEBUGVIEW_WATER_BSDFDATA_SURFACE_INDEX: result = GetIndexColor(bsdfdata.surfaceIndex); break; } } // // Debug functions // void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) { switch (paramId) { case DEBUGVIEW_WATER_SURFACEDATA_BASE_COLOR: result = surfacedata.baseColor; needLinearToSRGB = true; break; case DEBUGVIEW_WATER_SURFACEDATA_NORMAL_WS: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_SURFACEDATA_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.normalWS)? surfacedata.normalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_WS: result = IsNormalized(surfacedata.lowFrequencyNormalWS)? surfacedata.lowFrequencyNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE: result = IsNormalized(surfacedata.lowFrequencyNormalWS)? surfacedata.lowFrequencyNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; case DEBUGVIEW_WATER_SURFACEDATA_SMOOTHNESS: result = surfacedata.perceptualSmoothness.xxx; break; case DEBUGVIEW_WATER_SURFACEDATA_FOAM: result = surfacedata.foam.xxx; break; case DEBUGVIEW_WATER_SURFACEDATA_TIP_THICKNESS: result = surfacedata.tipThickness.xxx; break; case DEBUGVIEW_WATER_SURFACEDATA_CAUSTICS: result = surfacedata.caustics.xxx; break; case DEBUGVIEW_WATER_SURFACEDATA_REFRACTED_POSITION_WS: result = surfacedata.refractedPositionWS; break; } } #endif