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118 lines
3.0 KiB
118 lines
3.0 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 WATERSYSTEMDEF_CS_HLSL
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#define WATERSYSTEMDEF_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.WaterAtlasSize: static fields
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//
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#define WATERATLASSIZE_ATLAS_SIZE64 (64)
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#define WATERATLASSIZE_ATLAS_SIZE128 (128)
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#define WATERATLASSIZE_ATLAS_SIZE256 (256)
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#define WATERATLASSIZE_ATLAS_SIZE512 (512)
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#define WATERATLASSIZE_ATLAS_SIZE1024 (1024)
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#define WATERATLASSIZE_ATLAS_SIZE2048 (2048)
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//
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// UnityEngine.Rendering.HighDefinition.WaterCurrentDebugMode: static fields
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//
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#define WATERCURRENTDEBUGMODE_LARGE (0)
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#define WATERCURRENTDEBUGMODE_RIPPLES (1)
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//
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// UnityEngine.Rendering.HighDefinition.WaterDebugMode: static fields
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//
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#define WATERDEBUGMODE_NONE (0)
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#define WATERDEBUGMODE_WATER_MASK (1)
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#define WATERDEBUGMODE_SIMULATION_FOAM_MASK (2)
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#define WATERDEBUGMODE_CURRENT (3)
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#define WATERDEBUGMODE_DEFORMATION (4)
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#define WATERDEBUGMODE_FOAM (5)
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//
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// UnityEngine.Rendering.HighDefinition.WaterFoamDebugMode: static fields
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//
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#define WATERFOAMDEBUGMODE_SURFACE_FOAM (0)
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#define WATERFOAMDEBUGMODE_DEEP_FOAM (1)
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//
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// UnityEngine.Rendering.HighDefinition.WaterMaskDebugMode: static fields
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//
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#define WATERMASKDEBUGMODE_RED_CHANNEL (0)
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#define WATERMASKDEBUGMODE_GREEN_CHANNEL (1)
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#define WATERMASKDEBUGMODE_BLUE_CHANNEL (2)
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// Generated from UnityEngine.Rendering.HighDefinition.WaterDeformerData
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// PackingRules = Exact
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struct WaterDeformerData
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{
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float2 regionSize;
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int type;
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float amplitude;
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float3 position;
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float rotation;
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float2 blendRegion;
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float2 breakingRange;
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float bowWaveElevation;
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float waveLength;
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int waveRepetition;
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float waveSpeed;
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float waveOffset;
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int cubicBlend;
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float deepFoamDimmer;
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float surfaceFoamDimmer;
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float2 deepFoamRange;
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float2 padding3;
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float4 scaleOffset;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.WaterGeneratorData
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// PackingRules = Exact
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struct WaterGeneratorData
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{
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float3 position;
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float rotation;
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float2 regionSize;
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int type;
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int padding0;
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float2 padding1;
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float deepFoamDimmer;
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float surfaceFoamDimmer;
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float4 scaleOffset;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.WaterSectorData
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// PackingRules = Exact
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struct WaterSectorData
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{
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float4 dir0;
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float4 dir1;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.WaterSurfaceProfile
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// PackingRules = Exact
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struct WaterSurfaceProfile
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{
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float bodyScatteringHeight;
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float maxRefractionDistance;
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uint renderingLayers;
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int cameraUnderWater;
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float3 extinction;
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float extinctionMultiplier;
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float3 albedo;
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float envPerceptualRoughness;
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float3 foamColor;
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float padding1;
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float3 underwaterColor;
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float padding2;
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float3 upDirection;
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float roughnessEndValue;
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float smoothnessFadeStart;
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float smoothnessFadeDistance;
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int disableIOR;
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float tipScatteringHeight;
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};
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#endif
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