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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 WATERSYSTEMDEF_CS_HLSL
#define WATERSYSTEMDEF_CS_HLSL
//
// UnityEngine.Rendering.HighDefinition.WaterAtlasSize: static fields
//
#define WATERATLASSIZE_ATLAS_SIZE64 (64)
#define WATERATLASSIZE_ATLAS_SIZE128 (128)
#define WATERATLASSIZE_ATLAS_SIZE256 (256)
#define WATERATLASSIZE_ATLAS_SIZE512 (512)
#define WATERATLASSIZE_ATLAS_SIZE1024 (1024)
#define WATERATLASSIZE_ATLAS_SIZE2048 (2048)
//
// UnityEngine.Rendering.HighDefinition.WaterCurrentDebugMode: static fields
//
#define WATERCURRENTDEBUGMODE_LARGE (0)
#define WATERCURRENTDEBUGMODE_RIPPLES (1)
//
// UnityEngine.Rendering.HighDefinition.WaterDebugMode: static fields
//
#define WATERDEBUGMODE_NONE (0)
#define WATERDEBUGMODE_WATER_MASK (1)
#define WATERDEBUGMODE_SIMULATION_FOAM_MASK (2)
#define WATERDEBUGMODE_CURRENT (3)
#define WATERDEBUGMODE_DEFORMATION (4)
#define WATERDEBUGMODE_FOAM (5)
//
// UnityEngine.Rendering.HighDefinition.WaterFoamDebugMode: static fields
//
#define WATERFOAMDEBUGMODE_SURFACE_FOAM (0)
#define WATERFOAMDEBUGMODE_DEEP_FOAM (1)
//
// UnityEngine.Rendering.HighDefinition.WaterMaskDebugMode: static fields
//
#define WATERMASKDEBUGMODE_RED_CHANNEL (0)
#define WATERMASKDEBUGMODE_GREEN_CHANNEL (1)
#define WATERMASKDEBUGMODE_BLUE_CHANNEL (2)
// Generated from UnityEngine.Rendering.HighDefinition.WaterDecalData
// PackingRules = Exact
struct WaterDecalData
{
float2 positionXZ;
float2 forwardXZ;
float2 regionSize;
float surfaceFoamDimmer;
float deepFoamDimmer;
float amplitude;
float padding0;
float padding1;
float padding2;
float4 deformScaleOffset;
float4 foamScaleOffset;
float4 maskScaleOffset;
float4 largeCurrentScaleOffset;
float4 ripplesCurrentScaleOffset;
};
// Generated from UnityEngine.Rendering.HighDefinition.WaterSectorData
// PackingRules = Exact
struct WaterSectorData
{
float4 dir0;
float4 dir1;
};
// Generated from UnityEngine.Rendering.HighDefinition.WaterSurfaceProfile
// PackingRules = Exact
struct WaterSurfaceProfile
{
float bodyScatteringHeight;
float maxRefractionDistance;
uint renderingLayers;
int cameraUnderWater;
float3 extinction;
float extinctionMultiplier;
float3 albedo;
float envPerceptualRoughness;
float3 foamColor;
float padding1;
float3 underwaterColor;
float padding2;
float3 upDirection;
float roughnessEndValue;
float smoothnessFadeStart;
float smoothnessFadeDistance;
int disableIOR;
float tipScatteringHeight;
};
#endif