vlad-andreev
8 年前
当前提交
19c489a6
共有 8 个文件被更改,包括 237 次插入 和 26 次删除
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5Assets/ScriptableRenderLoop/common/ShaderBase.h
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4Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
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2Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
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23Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs
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2Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute
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2Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute
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2Assets/ScriptableRenderLoop/fptl/scrbound.compute
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223Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand. |
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// |
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// |
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// LightDefinitions: static fields |
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// |
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#define MAX_NR_LIGHTS_PER_CAMERA (1024) |
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#define VIEWPORT_SCALE_Z (1) |
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#define IS_CIRCULAR_SPOT_SHAPE (1) |
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#define HAS_COOKIE_TEXTURE (2) |
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#define IS_BOX_PROJECTED (4) |
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#define HAS_SHADOW (8) |
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#define MAX_TYPES (3) |
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#define SPOT_LIGHT (0) |
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#define SPHERE_LIGHT (1) |
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#define BOX_LIGHT (2) |
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#define DIRECTIONAL_LIGHT (3) |
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#define NR_LIGHT_MODELS (2) |
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#define DIRECT_LIGHT (0) |
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#define REFLECTION_LIGHT (1) |
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// Generated from SFiniteLightData |
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// PackingRules = Exact |
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struct SFiniteLightData |
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{ |
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float fPenumbra; |
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int flags; |
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uint uLightType; |
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uint uLightModel; |
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float3 vLpos; // x: x y: y z: z |
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float fLightIntensity; |
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float3 vLaxisX; // x: x y: y z: z |
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float fRecipRange; |
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float3 vLaxisY; // x: x y: y z: z |
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float fSphRadiusSq; |
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float3 vLaxisZ; // x: x y: y z: z |
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float cotan; |
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float3 vCol; // x: x y: y z: z |
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int iSliceIndex; |
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float3 vBoxInnerDist; // x: x y: y z: z |
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float fDecodeExp; |
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float3 vBoxInvRange; // x: x y: y z: z |
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uint uShadowLightIndex; |
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float3 vLocalCubeCapturePoint; // x: x y: y z: z |
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float fProbeBlendDistance; |
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}; |
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// Generated from SFiniteLightBound |
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// PackingRules = Exact |
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struct SFiniteLightBound |
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{ |
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float3 vBoxAxisX; // x: x y: y z: z |
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float3 vBoxAxisY; // x: x y: y z: z |
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float3 vBoxAxisZ; // x: x y: y z: z |
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float3 vCen; // x: x y: y z: z |
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float2 vScaleXY; // x: x y: y |
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float fRadius; |
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}; |
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// Generated from DirectionalLight |
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// PackingRules = Exact |
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struct DirectionalLight |
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{ |
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float3 vCol; // x: x y: y z: z |
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float fLightIntensity; |
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float3 vLaxisX; // x: x y: y z: z |
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uint uShadowLightIndex; |
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float3 vLaxisY; // x: x y: y z: z |
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float fPad0; |
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float3 vLaxisZ; // x: x y: y z: z |
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float fPad1; |
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}; |
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// |
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// Accessors for SFiniteLightData |
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// |
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float GetFPenumbra(SFiniteLightData value) |
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{ |
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return value.fPenumbra; |
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} |
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int GetFlags(SFiniteLightData value) |
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{ |
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return value.flags; |
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} |
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uint GetULightType(SFiniteLightData value) |
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{ |
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return value.uLightType; |
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} |
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uint GetULightModel(SFiniteLightData value) |
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{ |
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return value.uLightModel; |
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} |
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float3 GetVLpos(SFiniteLightData value) |
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{ |
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return value.vLpos; |
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} |
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float GetFLightIntensity(SFiniteLightData value) |
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{ |
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return value.fLightIntensity; |
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} |
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float3 GetVLaxisX(SFiniteLightData value) |
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{ |
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return value.vLaxisX; |
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} |
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float GetFRecipRange(SFiniteLightData value) |
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{ |
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return value.fRecipRange; |
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} |
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float3 GetVLaxisY(SFiniteLightData value) |
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{ |
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return value.vLaxisY; |
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} |
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float GetFSphRadiusSq(SFiniteLightData value) |
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{ |
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return value.fSphRadiusSq; |
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} |
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float3 GetVLaxisZ(SFiniteLightData value) |
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{ |
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return value.vLaxisZ; |
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} |
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float GetCotan(SFiniteLightData value) |
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{ |
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return value.cotan; |
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} |
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float3 GetVCol(SFiniteLightData value) |
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{ |
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return value.vCol; |
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} |
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int GetISliceIndex(SFiniteLightData value) |
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{ |
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return value.iSliceIndex; |
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} |
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float3 GetVBoxInnerDist(SFiniteLightData value) |
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{ |
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return value.vBoxInnerDist; |
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} |
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float GetFDecodeExp(SFiniteLightData value) |
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{ |
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return value.fDecodeExp; |
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} |
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float3 GetVBoxInvRange(SFiniteLightData value) |
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{ |
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return value.vBoxInvRange; |
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} |
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uint GetUShadowLightIndex(SFiniteLightData value) |
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{ |
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return value.uShadowLightIndex; |
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} |
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float3 GetVLocalCubeCapturePoint(SFiniteLightData value) |
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{ |
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return value.vLocalCubeCapturePoint; |
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} |
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float GetFProbeBlendDistance(SFiniteLightData value) |
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{ |
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return value.fProbeBlendDistance; |
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} |
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// |
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// Accessors for SFiniteLightBound |
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// |
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float3 GetVBoxAxisX(SFiniteLightBound value) |
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{ |
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return value.vBoxAxisX; |
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} |
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float3 GetVBoxAxisY(SFiniteLightBound value) |
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{ |
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return value.vBoxAxisY; |
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} |
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float3 GetVBoxAxisZ(SFiniteLightBound value) |
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{ |
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return value.vBoxAxisZ; |
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} |
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float3 GetVCen(SFiniteLightBound value) |
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{ |
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return value.vCen; |
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} |
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float2 GetVScaleXY(SFiniteLightBound value) |
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{ |
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return value.vScaleXY; |
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} |
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float GetFRadius(SFiniteLightBound value) |
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{ |
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return value.fRadius; |
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} |
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// |
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// Accessors for DirectionalLight |
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// |
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float3 GetVCol(DirectionalLight value) |
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{ |
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return value.vCol; |
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} |
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float GetFLightIntensity(DirectionalLight value) |
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{ |
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return value.fLightIntensity; |
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} |
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float3 GetVLaxisX(DirectionalLight value) |
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{ |
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return value.vLaxisX; |
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} |
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uint GetUShadowLightIndex(DirectionalLight value) |
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{ |
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return value.uShadowLightIndex; |
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} |
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float3 GetVLaxisY(DirectionalLight value) |
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{ |
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return value.vLaxisY; |
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} |
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float GetFPad0(DirectionalLight value) |
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{ |
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return value.fPad0; |
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} |
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float3 GetVLaxisZ(DirectionalLight value) |
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{ |
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return value.vLaxisZ; |
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} |
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float GetFPad1(DirectionalLight value) |
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{ |
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return value.fPad1; |
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} |
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