// // This file was automatically generated. Please don't edit by hand. // #ifndef SHADERTYPES_CS_HLSL #define SHADERTYPES_CS_HLSL // Generated from UnityEngine.Rendering.Universal.ShaderInput+LightData // PackingRules = Exact struct LightData { float4 position; float4 color; float4 attenuation; float4 spotDirection; float4 occlusionProbeChannels; }; // Generated from UnityEngine.Rendering.Universal.ShaderInput+ShadowData // PackingRules = Exact struct ShadowData { float4x4 worldToShadowMatrix; float4 shadowParams; }; #endif