// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef LIGHTDEFINITION_CS_HLSL #define LIGHTDEFINITION_CS_HLSL // // UnityEngine.Rendering.HighDefinition.GPULightType: static fields // #define GPULIGHTTYPE_DIRECTIONAL (0) #define GPULIGHTTYPE_POINT (1) #define GPULIGHTTYPE_SPOT (2) #define GPULIGHTTYPE_PROJECTOR_PYRAMID (3) #define GPULIGHTTYPE_PROJECTOR_BOX (4) #define GPULIGHTTYPE_TUBE (5) #define GPULIGHTTYPE_RECTANGLE (6) #define GPULIGHTTYPE_DISC (7) // // UnityEngine.Rendering.HighDefinition.GPUImageBasedLightingType: static fields // #define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0) #define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1) // // UnityEngine.Rendering.HighDefinition.CookieMode: static fields // #define COOKIEMODE_NONE (0) #define COOKIEMODE_CLAMP (1) #define COOKIEMODE_REPEAT (2) // // UnityEngine.Rendering.HighDefinition.EnvShapeType: static fields // #define ENVSHAPETYPE_NONE (0) #define ENVSHAPETYPE_BOX (1) #define ENVSHAPETYPE_SPHERE (2) #define ENVSHAPETYPE_SKY (3) // // UnityEngine.Rendering.HighDefinition.EnvConstants: static fields // #define ENVCONSTANTS_CONVOLUTION_MIP_COUNT (7) // // UnityEngine.Rendering.HighDefinition.EnvCacheType: static fields // #define ENVCACHETYPE_TEXTURE2D (0) #define ENVCACHETYPE_CUBEMAP (1) // Generated from UnityEngine.Rendering.HighDefinition.DirectionalLightData // PackingRules = Exact struct DirectionalLightData { float3 positionRWS; uint lightLayers; float lightDimmer; float volumetricLightDimmer; float3 forward; int cookieMode; float4 cookieScaleOffset; float3 right; int shadowIndex; float3 up; int contactShadowIndex; float3 color; int contactShadowMask; float3 shadowTint; float shadowDimmer; float volumetricShadowDimmer; int nonLightMappedOnly; real minRoughness; int screenSpaceShadowIndex; real4 shadowMaskSelector; float diffuseDimmer; float specularDimmer; float penumbraTint; float isRayTracedContactShadow; float distanceFromCamera; float angularDiameter; float flareFalloff; float __unused__; float3 flareTint; float flareSize; float3 surfaceTint; float4 surfaceTextureScaleOffset; }; // Generated from UnityEngine.Rendering.HighDefinition.LightData // PackingRules = Exact struct LightData { float3 positionRWS; uint lightLayers; float lightDimmer; float volumetricLightDimmer; real angleScale; real angleOffset; float3 forward; float iesCut; int lightType; float3 right; float penumbraTint; real range; int cookieMode; int shadowIndex; float3 up; float rangeAttenuationScale; float3 color; float rangeAttenuationBias; float4 cookieScaleOffset; float3 shadowTint; float shadowDimmer; float volumetricShadowDimmer; int nonLightMappedOnly; real minRoughness; int screenSpaceShadowIndex; real4 shadowMaskSelector; real4 size; int contactShadowMask; float diffuseDimmer; float specularDimmer; float __unused__; float2 padding; float isRayTracedContactShadow; float boxLightSafeExtent; }; // Generated from UnityEngine.Rendering.HighDefinition.EnvLightData // PackingRules = Exact struct EnvLightData { uint lightLayers; float3 capturePositionRWS; int influenceShapeType; float3 proxyExtents; real minProjectionDistance; float3 proxyPositionRWS; float3 proxyForward; float3 proxyUp; float3 proxyRight; float3 influencePositionRWS; float3 influenceForward; float3 influenceUp; float3 influenceRight; float3 influenceExtents; float3 blendDistancePositive; float3 blendDistanceNegative; float3 blendNormalDistancePositive; float3 blendNormalDistanceNegative; real3 boxSideFadePositive; real3 boxSideFadeNegative; float weight; float multiplier; float rangeCompressionFactorCompensation; float roughReflections; float distanceBasedRoughness; int envIndex; }; #endif