// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef LIGHTLOOP_CS_HLSL #define LIGHTLOOP_CS_HLSL // // UnityEngine.Rendering.HighDefinition.LightVolumeType: static fields // #define LIGHTVOLUMETYPE_CONE (0) #define LIGHTVOLUMETYPE_SPHERE (1) #define LIGHTVOLUMETYPE_BOX (2) #define LIGHTVOLUMETYPE_COUNT (3) // // UnityEngine.Rendering.HighDefinition.LightCategory: static fields // #define LIGHTCATEGORY_PUNCTUAL (0) #define LIGHTCATEGORY_AREA (1) #define LIGHTCATEGORY_ENV (2) #define LIGHTCATEGORY_PROBE_VOLUME (3) #define LIGHTCATEGORY_DECAL (4) #define LIGHTCATEGORY_DENSITY_VOLUME (5) #define LIGHTCATEGORY_COUNT (6) // // UnityEngine.Rendering.HighDefinition.LightFeatureFlags: static fields // #define LIGHTFEATUREFLAGS_PUNCTUAL (4096) #define LIGHTFEATUREFLAGS_AREA (8192) #define LIGHTFEATUREFLAGS_DIRECTIONAL (16384) #define LIGHTFEATUREFLAGS_ENV (32768) #define LIGHTFEATUREFLAGS_SKY (65536) #define LIGHTFEATUREFLAGS_SSREFRACTION (131072) #define LIGHTFEATUREFLAGS_SSREFLECTION (262144) #define LIGHTFEATUREFLAGS_PROBE_VOLUME (524288) // // UnityEngine.Rendering.HighDefinition.LightDefinitions: static fields // #define MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE (512) #define VIEWPORT_SCALE_Z (1) #define USE_LEFT_HAND_CAMERA_SPACE (1) #define TILE_SIZE_FPTL (16) #define TILE_SIZE_CLUSTERED (32) #define TILE_SIZE_BIG_TILE (64) #define TILE_INDEX_MASK (32767) #define TILE_INDEX_SHIFT_X (0) #define TILE_INDEX_SHIFT_Y (15) #define TILE_INDEX_SHIFT_EYE (30) #define NUM_FEATURE_VARIANTS (29) #define LIGHT_LIST_MAX_COARSE_ENTRIES (64) #define LIGHT_LIST_MAX_PRUNED_ENTRIES (24) #define LIGHT_CLUSTER_MAX_COARSE_ENTRIES (128) #define LIGHT_FEATURE_MASK_FLAGS (16773120) #define LIGHT_FEATURE_MASK_FLAGS_OPAQUE (16642048) #define LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT (16510976) #define MATERIAL_FEATURE_MASK_FLAGS (4095) #define RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG (4096) #define SCREEN_SPACE_COLOR_SHADOW_FLAG (256) #define INVALID_SCREEN_SPACE_SHADOW (255) #define SCREEN_SPACE_SHADOW_INDEX_MASK (255) // // UnityEngine.Rendering.HighDefinition.ClusterDebugMode: static fields // #define CLUSTERDEBUGMODE_VISUALIZE_OPAQUE (0) #define CLUSTERDEBUGMODE_VISUALIZE_SLICE (1) // Generated from UnityEngine.Rendering.HighDefinition.SFiniteLightBound // PackingRules = Exact struct SFiniteLightBound { float3 boxAxisX; float3 boxAxisY; float3 boxAxisZ; float3 center; float scaleXY; float radius; }; // Generated from UnityEngine.Rendering.HighDefinition.LightVolumeData // PackingRules = Exact struct LightVolumeData { float3 lightPos; uint lightVolume; float3 lightAxisX; uint lightCategory; float3 lightAxisY; float radiusSq; float3 lightAxisZ; float cotan; float3 boxInnerDist; uint featureFlags; float3 boxInvRange; float unused2; }; // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesLightList // PackingRules = Exact CBUFFER_START(ShaderVariablesLightList) float4x4 g_mInvScrProjectionArr[2]; float4x4 g_mScrProjectionArr[2]; float4x4 g_mInvProjectionArr[2]; float4x4 g_mProjectionArr[2]; float4 g_screenSize; int2 g_viDimensions; int g_iNrVisibLights; uint g_isOrthographic; uint g_BaseFeatureFlags; int g_iNumSamplesMSAA; uint _EnvLightIndexShift; uint _DecalIndexShift; uint _DensityVolumeIndexShift; uint _ProbeVolumeIndexShift; uint _Pad0_SVLL; uint _Pad1_SVLL; CBUFFER_END // // Accessors for UnityEngine.Rendering.HighDefinition.SFiniteLightBound // float3 GetBoxAxisX(SFiniteLightBound value) { return value.boxAxisX; } float3 GetBoxAxisY(SFiniteLightBound value) { return value.boxAxisY; } float3 GetBoxAxisZ(SFiniteLightBound value) { return value.boxAxisZ; } float3 GetCenter(SFiniteLightBound value) { return value.center; } float GetScaleXY(SFiniteLightBound value) { return value.scaleXY; } float GetRadius(SFiniteLightBound value) { return value.radius; } // // Accessors for UnityEngine.Rendering.HighDefinition.LightVolumeData // float3 GetLightPos(LightVolumeData value) { return value.lightPos; } uint GetLightVolume(LightVolumeData value) { return value.lightVolume; } float3 GetLightAxisX(LightVolumeData value) { return value.lightAxisX; } uint GetLightCategory(LightVolumeData value) { return value.lightCategory; } float3 GetLightAxisY(LightVolumeData value) { return value.lightAxisY; } float GetRadiusSq(LightVolumeData value) { return value.radiusSq; } float3 GetLightAxisZ(LightVolumeData value) { return value.lightAxisZ; } float GetCotan(LightVolumeData value) { return value.cotan; } float3 GetBoxInnerDist(LightVolumeData value) { return value.boxInnerDist; } uint GetFeatureFlags(LightVolumeData value) { return value.featureFlags; } float3 GetBoxInvRange(LightVolumeData value) { return value.boxInvRange; } float GetUnused2(LightVolumeData value) { return value.unused2; } #endif