// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef VOLUMETRICLIGHTING_CS_HLSL #define VOLUMETRICLIGHTING_CS_HLSL // Generated from UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData // PackingRules = Exact struct DensityVolumeEngineData { float3 scattering; float extinction; float3 textureTiling; int textureIndex; float3 textureScroll; int invertFade; float3 rcpPosFaceFade; float rcpDistFadeLen; float3 rcpNegFaceFade; float endTimesRcpDistFadeLen; }; // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesVolumetric // PackingRules = Exact CBUFFER_START(ShaderVariablesVolumetric) float4x4 _VBufferCoordToViewDirWS[2]; float _VBufferUnitDepthTexelSpacing; uint _NumVisibleDensityVolumes; float _CornetteShanksConstant; uint _VBufferHistoryIsValid; float4 _VBufferSampleOffset; float4 _VolumeMaskDimensions; float4 _AmbientProbeCoeffs[7]; float _VBufferVoxelSize; float _HaveToPad; float _OtherwiseTheBuffer; float _IsFilledWithGarbage; float4 _VBufferPrevViewportSize; float4 _VBufferHistoryViewportScale; float4 _VBufferHistoryViewportLimit; float4 _VBufferPrevDistanceEncodingParams; float4 _VBufferPrevDistanceDecodingParams; uint _NumTileBigTileX; uint _NumTileBigTileY; uint _Pad0_SVV; uint _Pad1_SVV; CBUFFER_END // // Accessors for UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData // float3 GetScattering(DensityVolumeEngineData value) { return value.scattering; } float GetExtinction(DensityVolumeEngineData value) { return value.extinction; } float3 GetTextureTiling(DensityVolumeEngineData value) { return value.textureTiling; } int GetTextureIndex(DensityVolumeEngineData value) { return value.textureIndex; } float3 GetTextureScroll(DensityVolumeEngineData value) { return value.textureScroll; } int GetInvertFade(DensityVolumeEngineData value) { return value.invertFade; } float3 GetRcpPosFaceFade(DensityVolumeEngineData value) { return value.rcpPosFaceFade; } float GetRcpDistFadeLen(DensityVolumeEngineData value) { return value.rcpDistFadeLen; } float3 GetRcpNegFaceFade(DensityVolumeEngineData value) { return value.rcpNegFaceFade; } float GetEndTimesRcpDistFadeLen(DensityVolumeEngineData value) { return value.endTimesRcpDistFadeLen; } #endif