I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
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Synchronizing shader code and C#
Unity can generate HLSL code based on C# structs to synchronize data and constants between shaders and C#. In Unity, the process of generating the HLSL code from C# code is called generating shader includes. When Unity generates shader includes, it parses all the C# files in the project and, for every file that contains a struct with a GenerateHLSL attribute, generates corresponding HLSL code. It places this HLSL code in a file with the same name as the origin, but uses the .cs.hlsl
file extension.
Generating shader includes
To generate an HLSL equivalent for a C# struct:
- Add the GenerateHLSL attribute to the struct. To do this, above the line that declares the struct, add
[GenerateHLSL(PackingRules.Exact, false)]
. For an example on how to do this, see the sample code below. For more information about the GenerateHLSL attribute, see the API documentation. - In the Unity Editor, go to Edit > Render Pipeline > Generate Shader Includes.
The following code example is from the High Definition Render Pipeline (HDRP). It shows an extract of the C# representation of a directional light. The original file is LightDefinition.cs
. When Unity generates the HLSL shader code, it places it in a new file called LightDefinition.cs.hlsl
.
// LightDefinition.cs
[GenerateHLSL(PackingRules.Exact, false)]
struct DirectionalLightData
{
public Vector3 positionRWS;
public uint lightLayers;
public float lightDimmer;
public float volumetricLightDimmer; // Replaces 'lightDimer'
public Vector3 forward;
public Vector4 surfaceTextureScaleOffset;
};
// LightDefinition.cs.hlsl
// Generated from UnityEngine.Rendering.HighDefinition.DirectionalLightData
// PackingRules = Exact
struct DirectionalLightData
{
float3 positionRWS;
uint lightLayers;
float lightDimmer;
float volumetricLightDimmer;
float3 forward;
float4 surfaceTextureScaleOffset;
};