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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 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