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

94 lines
2.4 KiB
HLSL

//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead
//
#ifndef VOLUMETRICLIGHTING_CS_HLSL
#define VOLUMETRICLIGHTING_CS_HLSL
// Generated from UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData
// PackingRules = Exact
struct DensityVolumeEngineData
{
float3 scattering;
float extinction;
float3 textureTiling;
int textureIndex;
float3 textureScroll;
int invertFade;
float3 rcpPosFaceFade;
float rcpDistFadeLen;
float3 rcpNegFaceFade;
float endTimesRcpDistFadeLen;
};
// Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesVolumetric
// PackingRules = Exact
CBUFFER_START(ShaderVariablesVolumetric)
float4x4 _VBufferCoordToViewDirWS[2];
float _VBufferUnitDepthTexelSpacing;
uint _NumVisibleDensityVolumes;
float _CornetteShanksConstant;
uint _VBufferHistoryIsValid;
float4 _VBufferSampleOffset;
float4 _VolumeMaskDimensions;
float4 _AmbientProbeCoeffs[7];
float _VBufferVoxelSize;
float _HaveToPad;
float _OtherwiseTheBuffer;
float _IsFilledWithGarbage;
float4 _VBufferPrevViewportSize;
float4 _VBufferHistoryViewportScale;
float4 _VBufferHistoryViewportLimit;
float4 _VBufferPrevDistanceEncodingParams;
float4 _VBufferPrevDistanceDecodingParams;
uint _NumTileBigTileX;
uint _NumTileBigTileY;
uint _Pad0_SVV;
uint _Pad1_SVV;
CBUFFER_END
//
// Accessors for UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData
//
float3 GetScattering(DensityVolumeEngineData value)
{
return value.scattering;
}
float GetExtinction(DensityVolumeEngineData value)
{
return value.extinction;
}
float3 GetTextureTiling(DensityVolumeEngineData value)
{
return value.textureTiling;
}
int GetTextureIndex(DensityVolumeEngineData value)
{
return value.textureIndex;
}
float3 GetTextureScroll(DensityVolumeEngineData value)
{
return value.textureScroll;
}
int GetInvertFade(DensityVolumeEngineData value)
{
return value.invertFade;
}
float3 GetRcpPosFaceFade(DensityVolumeEngineData value)
{
return value.rcpPosFaceFade;
}
float GetRcpDistFadeLen(DensityVolumeEngineData value)
{
return value.rcpDistFadeLen;
}
float3 GetRcpNegFaceFade(DensityVolumeEngineData value)
{
return value.rcpNegFaceFade;
}
float GetEndTimesRcpDistFadeLen(DensityVolumeEngineData value)
{
return value.endTimesRcpDistFadeLen;
}
#endif