// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef HDSHADOWMANAGER_CS_HLSL #define HDSHADOWMANAGER_CS_HLSL // Generated from UnityEngine.Rendering.HighDefinition.HDShadowData // PackingRules = Exact struct HDShadowData { float3 rot0; float3 rot1; float3 rot2; float3 pos; float4 proj; float2 atlasOffset; float worldTexelSize; float normalBias; real4 zBufferParam; float4 shadowMapSize; float4 shadowFilterParams0; float3 cacheTranslationDelta; float isInCachedAtlas; float4x4 shadowToWorld; }; // Generated from UnityEngine.Rendering.HighDefinition.HDDirectionalShadowData // PackingRules = Exact struct HDDirectionalShadowData { float4 sphereCascades[4]; real4 cascadeDirection; real cascadeBorders[4]; }; #endif