#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl" // don't support Buffer yet in unity StructuredBuffer g_vBigTileLightList; StructuredBuffer g_vLightListGlobal; StructuredBuffer g_vLayeredOffsetsBuffer; StructuredBuffer g_logBaseBuffer; #ifdef USE_INDIRECT StructuredBuffer g_TileFeatureFlags; #endif StructuredBuffer _DirectionalLightDatas; StructuredBuffer _LightDatas; StructuredBuffer _EnvLightDatas; // Used by directional and spot lights TEXTURE2D(_CookieAtlas); // Use texture array for reflection (or LatLong 2D array for mobile) TEXTURECUBE_ARRAY_ABSTRACT(_EnvCubemapTextures); TEXTURE2D(_Env2DTextures); // Contact shadows TEXTURE2D_X_UINT(_ContactShadowTexture); // Screen space shadows TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture); // Indirect Diffuse Texture TEXTURE2D_X(_IndirectDiffuseTexture);