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172 lines
6.3 KiB
172 lines
6.3 KiB
//
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// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
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//
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#ifndef WATER_CS_HLSL
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#define WATER_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.Water+MaterialFeatureFlags: static fields
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//
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#define MATERIALFEATUREFLAGS_WATER_STANDARD (1)
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#define MATERIALFEATUREFLAGS_WATER_CINEMATIC (2)
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//
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// UnityEngine.Rendering.HighDefinition.Water+BSDFData: static fields
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//
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#define DEBUGVIEW_WATER_BSDFDATA_DIFFUSE_COLOR (1650)
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#define DEBUGVIEW_WATER_BSDFDATA_FRESNEL0 (1651)
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#define DEBUGVIEW_WATER_BSDFDATA_NORMAL_WS (1652)
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#define DEBUGVIEW_WATER_BSDFDATA_NORMAL_VIEW_SPACE (1653)
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#define DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_WS (1654)
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#define DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE (1655)
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#define DEBUGVIEW_WATER_BSDFDATA_PERCEPTUAL_ROUGHNESS (1656)
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#define DEBUGVIEW_WATER_BSDFDATA_ROUGHNESS (1657)
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#define DEBUGVIEW_WATER_BSDFDATA_CAUSTICS (1658)
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#define DEBUGVIEW_WATER_BSDFDATA_FOAM (1659)
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#define DEBUGVIEW_WATER_BSDFDATA_FOAM_COLOR (1660)
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#define DEBUGVIEW_WATER_BSDFDATA_TIP_THICKNESS (1661)
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#define DEBUGVIEW_WATER_BSDFDATA_FRONT_FACE (1662)
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#define DEBUGVIEW_WATER_BSDFDATA_SURFACE_INDEX (1663)
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//
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// UnityEngine.Rendering.HighDefinition.Water+SurfaceData: static fields
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//
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#define DEBUGVIEW_WATER_SURFACEDATA_BASE_COLOR (1600)
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#define DEBUGVIEW_WATER_SURFACEDATA_NORMAL_WS (1601)
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#define DEBUGVIEW_WATER_SURFACEDATA_NORMAL_VIEW_SPACE (1602)
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#define DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_WS (1603)
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#define DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE (1604)
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#define DEBUGVIEW_WATER_SURFACEDATA_SMOOTHNESS (1605)
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#define DEBUGVIEW_WATER_SURFACEDATA_FOAM (1606)
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#define DEBUGVIEW_WATER_SURFACEDATA_TIP_THICKNESS (1607)
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#define DEBUGVIEW_WATER_SURFACEDATA_CAUSTICS (1608)
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#define DEBUGVIEW_WATER_SURFACEDATA_REFRACTED_POSITION_WS (1609)
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// Generated from UnityEngine.Rendering.HighDefinition.Water+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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float3 diffuseColor;
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float3 fresnel0;
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float3 normalWS;
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float3 lowFrequencyNormalWS;
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float perceptualRoughness;
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float roughness;
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float caustics;
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float foam;
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float3 foamColor;
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float tipThickness;
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uint frontFace;
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uint surfaceIndex;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.Water+SurfaceData
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// PackingRules = Exact
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struct SurfaceData
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{
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float3 baseColor;
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float3 normalWS;
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float3 lowFrequencyNormalWS;
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float perceptualSmoothness;
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float foam;
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float tipThickness;
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float caustics;
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float3 refractedPositionWS;
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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_WATER_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_WATER_BSDFDATA_FRESNEL0:
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result = bsdfdata.fresnel0;
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break;
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case DEBUGVIEW_WATER_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_WATER_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_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_WS:
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result = bsdfdata.lowFrequencyNormalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE:
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result = bsdfdata.lowFrequencyNormalWS * 0.5 + 0.5;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_PERCEPTUAL_ROUGHNESS:
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result = bsdfdata.perceptualRoughness.xxx;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_ROUGHNESS:
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result = bsdfdata.roughness.xxx;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_CAUSTICS:
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result = bsdfdata.caustics.xxx;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_FOAM:
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result = bsdfdata.foam.xxx;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_FOAM_COLOR:
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result = bsdfdata.foamColor;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_TIP_THICKNESS:
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result = bsdfdata.tipThickness.xxx;
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break;
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case DEBUGVIEW_WATER_BSDFDATA_FRONT_FACE:
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result = GetIndexColor(bsdfdata.frontFace);
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break;
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case DEBUGVIEW_WATER_BSDFDATA_SURFACE_INDEX:
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result = GetIndexColor(bsdfdata.surfaceIndex);
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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 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_WATER_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_WATER_SURFACEDATA_NORMAL_WS:
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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_WATER_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_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_WS:
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result = IsNormalized(surfacedata.lowFrequencyNormalWS)? surfacedata.lowFrequencyNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_LOW_FREQUENCY_NORMAL_VIEW_SPACE:
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result = IsNormalized(surfacedata.lowFrequencyNormalWS)? surfacedata.lowFrequencyNormalWS * 0.5 + 0.5 : float3(1.0, 0.0, 0.0);
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_SMOOTHNESS:
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result = surfacedata.perceptualSmoothness.xxx;
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_FOAM:
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result = surfacedata.foam.xxx;
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_TIP_THICKNESS:
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result = surfacedata.tipThickness.xxx;
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_CAUSTICS:
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result = surfacedata.caustics.xxx;
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break;
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case DEBUGVIEW_WATER_SURFACEDATA_REFRACTED_POSITION_WS:
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result = surfacedata.refractedPositionWS;
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break;
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}
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}
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#endif
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