62 lines
3.8 KiB
C
62 lines
3.8 KiB
C
#pragma once
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#include<hgl/graph/VK.h>
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VK_NAMESPACE_BEGIN
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const RENDER_BUFFER_NAME RenderBuffer_Swapchain ="Swapchain";
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const RENDER_BUFFER_NAME RenderBuffer_Depth ="Depth";
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const RENDER_BUFFER_NAME RenderBuffer_Stencil ="Stencil";
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const RENDER_BUFFER_NAME VBuffer_MeshID ="VB_MeshID"; ///< 所绘制的Mesh编号, RGBA8UI格式
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const RENDER_BUFFER_NAME VBuffer_TriangleID ="VB_TriangleID"; ///< 三角形编号, R8UI格式
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const RENDER_BUFFER_NAME VBuffer_MaterialID ="VB_MaterialID"; ///< 材质ID与材质实例ID, RG8UI格式
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const RENDER_BUFFER_NAME GBuffer_BaseColor ="GB_BaseColor"; ///<基础颜色(RGB565/RGB5A1/RGBA8/RGB10A2/RG11B10,RGBA16F)
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const RENDER_BUFFER_NAME GBuffer_Luminance ="GB_Luminance"; ///<亮度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_CbCr ="GB_CbCr"; ///<色度(RG8/RG16F)
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const RENDER_BUFFER_NAME GBuffer_Normal ="GB_Normal"; ///<法线(RG8,RG16F)
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const RENDER_BUFFER_NAME GBuffer_BentNormal ="GB_BentNormal"; ///<弯曲法线(RG8,RG16F)
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const RENDER_BUFFER_NAME GBuffer_Metallic ="GB_Metallic"; ///<金属度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Roughness ="GB_Roughness"; ///<粗糙度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Specular ="GB_Specular"; ///<高光(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Glossiness ="GB_Glossiness"; ///<光泽度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Reflection ="GB_Reflection"; ///<反射(R8)
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const RENDER_BUFFER_NAME GBuffer_Refraction ="GB_Refraction"; ///<折射(R8)
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const RENDER_BUFFER_NAME GBuffer_ClearCoat ="GB_ClearCoat"; ///<透明涂层(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_ClearCoatRoughness ="GB_ClearCoatRoughness"; ///<透明涂层粗糙度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_ClearCoatNormal ="GB_ClearCoatNormal"; ///<透明涂层法线(RG8/RG16F)
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const RENDER_BUFFER_NAME GBuffer_IOR ="GB_IOR"; ///<折射率(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Tranmission ="GB_Tranmission"; ///<透射率(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Absorption ="GB_Absorption"; ///<吸收率(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_MicroThickness ="GB_MicroThickness"; ///<微厚度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_AmbientOcclusion ="GB_AmbientOcclusion"; ///<环境光遮蔽(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_Anisotropy ="GB_Anisotropy"; ///<各向异性(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_AnisotropyDirection="GB_AnisotropyDirection"; ///<各向异性方向(RG8/RG16F/RG32F)
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const RENDER_BUFFER_NAME GBuffer_Emissive ="GB_Emissive"; ///<自发光(RGB565/RGB5A1/RGBA8/RGB10A2/RG11B10,RGBA16F)
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const RENDER_BUFFER_NAME GBuffer_SheenColor ="GB_SheenColor"; ///<光泽颜色(RGB565/RGB5A1/RGBA8/RGB10A2/RG11B10,RGBA16F)
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const RENDER_BUFFER_NAME GBuffer_SheenRoughness ="GB_SheenRoughness"; ///<光泽粗糙度(R8/R16F/R32F)
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const RENDER_BUFFER_NAME GBuffer_SubsurfaceColor ="GB_SubsurfaceColor"; ///<次表面颜色(RGB565/RGB5A1/RGBA8/RGB10A2/RG11B10,RGBA16F)
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const RENDER_BUFFER_NAME GBuffer_ShadingModel ="GB_ShadingModel"; ///<着色模型(R4UI/R8UI)
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const RENDER_BUFFER_NAME GBuffer_LightingChannels ="GB_LightingChannels"; ///<光照通道(R8UI)
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const RENDER_BUFFER_NAME GBuffer_MotionVector ="GB_MotionVector"; ///<运动矢量(RG16F)
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const RENDER_BUFFER_NAME GBuffer_LastScreenPosition ="GB_LastScreenPosition"; ///<上一帧屏幕位置(RG16I)
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VK_NAMESPACE_END
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