2021-09-09 20:42:29 -04:00

163 lines
4.1 KiB
HLSL

//
// 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