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//
// 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