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

33 lines
1.1 KiB
HLSL

#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<uint> g_vBigTileLightList;
StructuredBuffer<uint> g_vLightListGlobal;
StructuredBuffer<uint> g_vLayeredOffsetsBuffer;
StructuredBuffer<float> g_logBaseBuffer;
#ifdef USE_INDIRECT
StructuredBuffer<uint> g_TileFeatureFlags;
#endif
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _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);