// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef SHADERVARIABLESPHYSICALLYBASEDSKY_CS_HLSL #define SHADERVARIABLESPHYSICALLYBASEDSKY_CS_HLSL // // UnityEngine.Rendering.HighDefinition.PbrSkyConfig: static fields // #define PBRSKYCONFIG_GROUND_IRRADIANCE_TABLE_SIZE (256) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_X (128) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_Y (32) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_Z (16) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_W (64) // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesPhysicallyBasedSky // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesPhysicallyBasedSky, b2) float _PlanetaryRadius; float _RcpPlanetaryRadius; float _AtmosphericDepth; float _RcpAtmosphericDepth; float _AtmosphericRadius; float _AerosolAnisotropy; float _AerosolPhasePartConstant; float _Unused; float _AirDensityFalloff; float _AirScaleHeight; float _AerosolDensityFalloff; float _AerosolScaleHeight; float4 _AirSeaLevelExtinction; float4 _AirSeaLevelScattering; float4 _AerosolSeaLevelScattering; float4 _GroundAlbedo; float4 _PlanetCenterPosition; float4 _HorizonTint; float4 _ZenithTint; float _AerosolSeaLevelExtinction; float _IntensityMultiplier; float _ColorSaturation; float _AlphaSaturation; float _AlphaMultiplier; float _HorizonZenithShiftPower; float _HorizonZenithShiftScale; float _Unused2; CBUFFER_END #endif