201 lines
5.0 KiB
HLSL
201 lines
5.0 KiB
HLSL
//
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// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead
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//
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#ifndef LIGHTLOOP_CS_HLSL
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#define LIGHTLOOP_CS_HLSL
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//
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// UnityEngine.Rendering.HighDefinition.LightVolumeType: static fields
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//
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#define LIGHTVOLUMETYPE_CONE (0)
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#define LIGHTVOLUMETYPE_SPHERE (1)
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#define LIGHTVOLUMETYPE_BOX (2)
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#define LIGHTVOLUMETYPE_COUNT (3)
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//
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// UnityEngine.Rendering.HighDefinition.LightCategory: static fields
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//
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#define LIGHTCATEGORY_PUNCTUAL (0)
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#define LIGHTCATEGORY_AREA (1)
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#define LIGHTCATEGORY_ENV (2)
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#define LIGHTCATEGORY_PROBE_VOLUME (3)
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#define LIGHTCATEGORY_DECAL (4)
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#define LIGHTCATEGORY_DENSITY_VOLUME (5)
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#define LIGHTCATEGORY_COUNT (6)
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//
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// UnityEngine.Rendering.HighDefinition.LightFeatureFlags: static fields
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//
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#define LIGHTFEATUREFLAGS_PUNCTUAL (4096)
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#define LIGHTFEATUREFLAGS_AREA (8192)
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#define LIGHTFEATUREFLAGS_DIRECTIONAL (16384)
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#define LIGHTFEATUREFLAGS_ENV (32768)
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#define LIGHTFEATUREFLAGS_SKY (65536)
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#define LIGHTFEATUREFLAGS_SSREFRACTION (131072)
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#define LIGHTFEATUREFLAGS_SSREFLECTION (262144)
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#define LIGHTFEATUREFLAGS_PROBE_VOLUME (524288)
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//
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// UnityEngine.Rendering.HighDefinition.LightDefinitions: static fields
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//
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#define MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE (512)
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#define VIEWPORT_SCALE_Z (1)
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#define USE_LEFT_HAND_CAMERA_SPACE (1)
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#define TILE_SIZE_FPTL (16)
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#define TILE_SIZE_CLUSTERED (32)
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#define TILE_SIZE_BIG_TILE (64)
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#define TILE_INDEX_MASK (32767)
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#define TILE_INDEX_SHIFT_X (0)
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#define TILE_INDEX_SHIFT_Y (15)
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#define TILE_INDEX_SHIFT_EYE (30)
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#define NUM_FEATURE_VARIANTS (29)
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#define LIGHT_LIST_MAX_COARSE_ENTRIES (64)
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#define LIGHT_LIST_MAX_PRUNED_ENTRIES (24)
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#define LIGHT_CLUSTER_MAX_COARSE_ENTRIES (128)
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#define LIGHT_FEATURE_MASK_FLAGS (16773120)
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#define LIGHT_FEATURE_MASK_FLAGS_OPAQUE (16642048)
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#define LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT (16510976)
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#define MATERIAL_FEATURE_MASK_FLAGS (4095)
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#define RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG (4096)
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#define SCREEN_SPACE_COLOR_SHADOW_FLAG (256)
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#define INVALID_SCREEN_SPACE_SHADOW (255)
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#define SCREEN_SPACE_SHADOW_INDEX_MASK (255)
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//
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// UnityEngine.Rendering.HighDefinition.ClusterDebugMode: static fields
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//
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#define CLUSTERDEBUGMODE_VISUALIZE_OPAQUE (0)
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#define CLUSTERDEBUGMODE_VISUALIZE_SLICE (1)
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// Generated from UnityEngine.Rendering.HighDefinition.SFiniteLightBound
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// PackingRules = Exact
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struct SFiniteLightBound
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{
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float3 boxAxisX;
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float3 boxAxisY;
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float3 boxAxisZ;
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float3 center;
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float scaleXY;
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float radius;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.LightVolumeData
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// PackingRules = Exact
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struct LightVolumeData
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{
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float3 lightPos;
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uint lightVolume;
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float3 lightAxisX;
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uint lightCategory;
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float3 lightAxisY;
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float radiusSq;
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float3 lightAxisZ;
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float cotan;
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float3 boxInnerDist;
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uint featureFlags;
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float3 boxInvRange;
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float unused2;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesLightList
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// PackingRules = Exact
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CBUFFER_START(ShaderVariablesLightList)
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float4x4 g_mInvScrProjectionArr[2];
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float4x4 g_mScrProjectionArr[2];
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float4x4 g_mInvProjectionArr[2];
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float4x4 g_mProjectionArr[2];
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float4 g_screenSize;
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int2 g_viDimensions;
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int g_iNrVisibLights;
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uint g_isOrthographic;
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uint g_BaseFeatureFlags;
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int g_iNumSamplesMSAA;
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uint _EnvLightIndexShift;
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uint _DecalIndexShift;
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uint _DensityVolumeIndexShift;
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uint _ProbeVolumeIndexShift;
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uint _Pad0_SVLL;
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uint _Pad1_SVLL;
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CBUFFER_END
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//
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// Accessors for UnityEngine.Rendering.HighDefinition.SFiniteLightBound
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//
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float3 GetBoxAxisX(SFiniteLightBound value)
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{
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return value.boxAxisX;
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}
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float3 GetBoxAxisY(SFiniteLightBound value)
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{
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return value.boxAxisY;
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}
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float3 GetBoxAxisZ(SFiniteLightBound value)
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{
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return value.boxAxisZ;
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}
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float3 GetCenter(SFiniteLightBound value)
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{
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return value.center;
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}
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float GetScaleXY(SFiniteLightBound value)
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{
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return value.scaleXY;
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}
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float GetRadius(SFiniteLightBound value)
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{
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return value.radius;
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}
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//
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// Accessors for UnityEngine.Rendering.HighDefinition.LightVolumeData
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//
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float3 GetLightPos(LightVolumeData value)
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{
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return value.lightPos;
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}
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uint GetLightVolume(LightVolumeData value)
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{
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return value.lightVolume;
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}
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float3 GetLightAxisX(LightVolumeData value)
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{
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return value.lightAxisX;
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}
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uint GetLightCategory(LightVolumeData value)
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{
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return value.lightCategory;
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}
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float3 GetLightAxisY(LightVolumeData value)
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{
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return value.lightAxisY;
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}
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float GetRadiusSq(LightVolumeData value)
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{
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return value.radiusSq;
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}
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float3 GetLightAxisZ(LightVolumeData value)
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{
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return value.lightAxisZ;
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}
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float GetCotan(LightVolumeData value)
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{
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return value.cotan;
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}
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float3 GetBoxInnerDist(LightVolumeData value)
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{
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return value.boxInnerDist;
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}
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uint GetFeatureFlags(LightVolumeData value)
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{
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return value.featureFlags;
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}
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float3 GetBoxInvRange(LightVolumeData value)
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{
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return value.boxInvRange;
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}
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float GetUnused2(LightVolumeData value)
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{
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return value.unused2;
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}
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#endif
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