namespace UnityEngine.Rendering.Universal { public static class ShaderInput { [GenerateHLSL(PackingRules.Exact, false)] public struct LightData { public Vector4 position; public Vector4 color; public Vector4 attenuation; public Vector4 spotDirection; public Vector4 occlusionProbeChannels; } [GenerateHLSL(PackingRules.Exact, false)] public struct ShadowData { public Matrix4x4 worldToShadowMatrix; // x: shadow strength // y: 1 if soft shadows, 0 otherwise public Vector4 shadowParams; } } }