// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef DEBUGVIEWENUMS_CS_HLSL #define DEBUGVIEWENUMS_CS_HLSL // // UnityEngine.Rendering.Universal.DebugMaterialMode: static fields // #define DEBUGMATERIALMODE_NONE (0) #define DEBUGMATERIALMODE_ALBEDO (1) #define DEBUGMATERIALMODE_SPECULAR (2) #define DEBUGMATERIALMODE_ALPHA (3) #define DEBUGMATERIALMODE_SMOOTHNESS (4) #define DEBUGMATERIALMODE_AMBIENT_OCCLUSION (5) #define DEBUGMATERIALMODE_EMISSION (6) #define DEBUGMATERIALMODE_NORMAL_WORLD_SPACE (7) #define DEBUGMATERIALMODE_NORMAL_TANGENT_SPACE (8) #define DEBUGMATERIALMODE_LIGHTING_COMPLEXITY (9) #define DEBUGMATERIALMODE_METALLIC (10) #define DEBUGMATERIALMODE_SPRITE_MASK (11) // // UnityEngine.Rendering.Universal.DebugVertexAttributeMode: static fields // #define DEBUGVERTEXATTRIBUTEMODE_NONE (0) #define DEBUGVERTEXATTRIBUTEMODE_TEXCOORD0 (1) #define DEBUGVERTEXATTRIBUTEMODE_TEXCOORD1 (2) #define DEBUGVERTEXATTRIBUTEMODE_TEXCOORD2 (3) #define DEBUGVERTEXATTRIBUTEMODE_TEXCOORD3 (4) #define DEBUGVERTEXATTRIBUTEMODE_COLOR (5) #define DEBUGVERTEXATTRIBUTEMODE_TANGENT (6) #define DEBUGVERTEXATTRIBUTEMODE_NORMAL (7) // // UnityEngine.Rendering.Universal.DebugMaterialValidationMode: static fields // #define DEBUGMATERIALVALIDATIONMODE_NONE (0) #define DEBUGMATERIALVALIDATIONMODE_ALBEDO (1) #define DEBUGMATERIALVALIDATIONMODE_METALLIC (2) // // UnityEngine.Rendering.Universal.DebugFullScreenMode: static fields // #define DEBUGFULLSCREENMODE_NONE (0) #define DEBUGFULLSCREENMODE_DEPTH (1) #define DEBUGFULLSCREENMODE_ADDITIONAL_LIGHTS_SHADOW_MAP (2) #define DEBUGFULLSCREENMODE_MAIN_LIGHT_SHADOW_MAP (3) // // UnityEngine.Rendering.Universal.DebugSceneOverrideMode: static fields // #define DEBUGSCENEOVERRIDEMODE_NONE (0) #define DEBUGSCENEOVERRIDEMODE_OVERDRAW (1) #define DEBUGSCENEOVERRIDEMODE_WIREFRAME (2) #define DEBUGSCENEOVERRIDEMODE_SOLID_WIREFRAME (3) #define DEBUGSCENEOVERRIDEMODE_SHADED_WIREFRAME (4) // // UnityEngine.Rendering.Universal.DebugMipInfoMode: static fields // #define DEBUGMIPINFOMODE_NONE (0) #define DEBUGMIPINFOMODE_LEVEL (1) #define DEBUGMIPINFOMODE_COUNT (2) #define DEBUGMIPINFOMODE_RATIO (3) // // UnityEngine.Rendering.Universal.DebugPostProcessingMode: static fields // #define DEBUGPOSTPROCESSINGMODE_DISABLED (0) #define DEBUGPOSTPROCESSINGMODE_AUTO (1) #define DEBUGPOSTPROCESSINGMODE_ENABLED (2) // // UnityEngine.Rendering.Universal.DebugValidationMode: static fields // #define DEBUGVALIDATIONMODE_NONE (0) #define DEBUGVALIDATIONMODE_HIGHLIGHT_NAN_INF_NEGATIVE (1) #define DEBUGVALIDATIONMODE_HIGHLIGHT_OUTSIDE_OF_RANGE (2) // // UnityEngine.Rendering.Universal.PixelValidationChannels: static fields // #define PIXELVALIDATIONCHANNELS_RGB (0) #define PIXELVALIDATIONCHANNELS_R (1) #define PIXELVALIDATIONCHANNELS_G (2) #define PIXELVALIDATIONCHANNELS_B (3) #define PIXELVALIDATIONCHANNELS_A (4) // // UnityEngine.Rendering.Universal.DebugLightingMode: static fields // #define DEBUGLIGHTINGMODE_NONE (0) #define DEBUGLIGHTINGMODE_SHADOW_CASCADES (1) #define DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS (2) #define DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS (3) #define DEBUGLIGHTINGMODE_REFLECTIONS (4) #define DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS (5) // // UnityEngine.Rendering.Universal.DebugLightingFeatureFlags: static fields // #define DEBUGLIGHTINGFEATUREFLAGS_NONE (0) #define DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION (1) #define DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT (2) #define DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS (4) #define DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING (8) #define DEBUGLIGHTINGFEATUREFLAGS_EMISSION (16) #define DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION (32) #endif