33 lines
1.1 KiB
HLSL
33 lines
1.1 KiB
HLSL
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl"
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// don't support Buffer yet in unity
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StructuredBuffer<uint> g_vBigTileLightList;
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StructuredBuffer<uint> g_vLightListGlobal;
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer;
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StructuredBuffer<float> g_logBaseBuffer;
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#ifdef USE_INDIRECT
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StructuredBuffer<uint> g_TileFeatureFlags;
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#endif
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StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
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StructuredBuffer<LightData> _LightDatas;
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StructuredBuffer<EnvLightData> _EnvLightDatas;
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// Used by directional and spot lights
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TEXTURE2D(_CookieAtlas);
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// Use texture array for reflection (or LatLong 2D array for mobile)
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TEXTURECUBE_ARRAY_ABSTRACT(_EnvCubemapTextures);
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TEXTURE2D(_Env2DTextures);
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// Contact shadows
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TEXTURE2D_X_UINT(_ContactShadowTexture);
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// Screen space shadows
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TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture);
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// Indirect Diffuse Texture
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TEXTURE2D_X(_IndirectDiffuseTexture);
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