94 lines
2.4 KiB
HLSL
94 lines
2.4 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 VOLUMETRICLIGHTING_CS_HLSL
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#define VOLUMETRICLIGHTING_CS_HLSL
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// Generated from UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData
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// PackingRules = Exact
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struct DensityVolumeEngineData
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{
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float3 scattering;
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float extinction;
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float3 textureTiling;
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int textureIndex;
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float3 textureScroll;
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int invertFade;
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float3 rcpPosFaceFade;
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float rcpDistFadeLen;
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float3 rcpNegFaceFade;
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float endTimesRcpDistFadeLen;
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};
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// Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesVolumetric
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// PackingRules = Exact
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CBUFFER_START(ShaderVariablesVolumetric)
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float4x4 _VBufferCoordToViewDirWS[2];
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float _VBufferUnitDepthTexelSpacing;
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uint _NumVisibleDensityVolumes;
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float _CornetteShanksConstant;
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uint _VBufferHistoryIsValid;
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float4 _VBufferSampleOffset;
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float4 _VolumeMaskDimensions;
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float4 _AmbientProbeCoeffs[7];
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float _VBufferVoxelSize;
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float _HaveToPad;
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float _OtherwiseTheBuffer;
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float _IsFilledWithGarbage;
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float4 _VBufferPrevViewportSize;
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float4 _VBufferHistoryViewportScale;
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float4 _VBufferHistoryViewportLimit;
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float4 _VBufferPrevDistanceEncodingParams;
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float4 _VBufferPrevDistanceDecodingParams;
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uint _NumTileBigTileX;
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uint _NumTileBigTileY;
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uint _Pad0_SVV;
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uint _Pad1_SVV;
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CBUFFER_END
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//
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// Accessors for UnityEngine.Rendering.HighDefinition.DensityVolumeEngineData
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//
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float3 GetScattering(DensityVolumeEngineData value)
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{
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return value.scattering;
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}
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float GetExtinction(DensityVolumeEngineData value)
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{
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return value.extinction;
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}
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float3 GetTextureTiling(DensityVolumeEngineData value)
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{
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return value.textureTiling;
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}
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int GetTextureIndex(DensityVolumeEngineData value)
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{
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return value.textureIndex;
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}
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float3 GetTextureScroll(DensityVolumeEngineData value)
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{
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return value.textureScroll;
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}
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int GetInvertFade(DensityVolumeEngineData value)
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{
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return value.invertFade;
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}
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float3 GetRcpPosFaceFade(DensityVolumeEngineData value)
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{
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return value.rcpPosFaceFade;
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}
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float GetRcpDistFadeLen(DensityVolumeEngineData value)
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{
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return value.rcpDistFadeLen;
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}
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float3 GetRcpNegFaceFade(DensityVolumeEngineData value)
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{
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return value.rcpNegFaceFade;
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}
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float GetEndTimesRcpDistFadeLen(DensityVolumeEngineData value)
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{
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return value.endTimesRcpDistFadeLen;
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}
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#endif
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