// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef UTSDEBUG_CS_HLSL #define UTSDEBUG_CS_HLSL // // Misaki.HdrpToon.UTS_BSDFDebug: static fields // #define UTS_BSDFDEBUG_NONE (0) #define UTS_BSDFDEBUG_BASE_COLOR (1) #define UTS_BSDFDEBUG_NORMAL (2) #define UTS_BSDFDEBUG_SMOOTHNESS (3) #define UTS_BSDFDEBUG_METALLIC (4) #define UTS_BSDFDEBUG_AMBIENT_OCCLUSION (5) #define UTS_BSDFDEBUG_SPECULAR_OCCLUSION (6) #define UTS_BSDFDEBUG_SPECULAR_COLOR (7) #define UTS_BSDFDEBUG_ANISOTROPY (8) #define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9) #define UTS_BSDFDEBUG_NORMAL_WS (10) // // Misaki.HdrpToon.UTS_LightingDebug: static fields // #define UTS_LIGHTINGDEBUG_NONE (0) #define UTS_LIGHTINGDEBUG_DIFFUSE_LIGHTING (1) #define UTS_LIGHTINGDEBUG_SPECULAR_LIGHTING (2) #define UTS_LIGHTINGDEBUG_DIRECT_DIFFUSE_LIGHTING (3) #define UTS_LIGHTINGDEBUG_DIRECT_SPECULAR_LIGHTING (4) #define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_LIGHTING (5) #define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_LIGHTING (6) #define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_OCCLUSION (7) #define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_OCCLUSION (8) #define UTS_LIGHTINGDEBUG_EMISSION (9) #endif