// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL
#define LIGHTDEFINITION_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.LightFlags: static fields
}
#endif
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
#ifndef BUILTINDATA_CS_HLSL
#define BUILTINDATA_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData: static fields
};
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs. Please don't edit by hand.
#ifndef LIT_CS_HLSL
#define LIT_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.Lit.MaterialId: static fields
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs. Please don't edit by hand.
#ifndef UNLIT_CS_HLSL
#define UNLIT_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.Unlit.SurfaceData: static fields
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs. Please don't edit by hand.
#ifndef SHADERPASS_CS_HLSL
#define SHADERPASS_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.ShaderPass: static fields
#define SHADERPASS_DEBUG_VIEW_MATERIAL (7)
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs. Please don't edit by hand.
#ifndef SHADOWDEFINITION_CS_HLSL
#define SHADOWDEFINITION_CS_HLSL
// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields
{
float4x4 worldToShadow;
int shadowType;
float3 unused;
float bias;
float2 unused;
return value.shadowType;
float3 GetUnused(PunctualShadowData value)
float GetBias(PunctualShadowData value)
return value.bias;
float2 GetUnused(PunctualShadowData value)
#ifndef SOMETHINGSOMETHING
#define SOMETHINGSOMETHING
#ifndef LIGHTDEFINITIONS_CS_HLSL
#define LIGHTDEFINITIONS_CS_HLSL
// LightDefinitions: static fields
type: 3}
buildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb,
buildPerBigTileLightListShader: {fileID: 7200000, guid: 5e4803ac37c1def45bde7c3f69a8df7a,
buildPerBigTileLightListShader: {fileID: 7200000, guid: b5507a2ffdae8a84f94211c10d428920,
buildPerVoxelLightListShader: {fileID: 7200000, guid: 4c2d6eb0553e2514bba3ea9a85d8c53c,
using (var writer = File.CreateText(fileName))
var guard = Path.GetFileName(fileName).Replace(".", "_").ToUpper();
if (!char.IsLetter(guard[0]))
guard = "_" + guard;
writer.Write("#ifndef " + guard + "\n");
writer.Write("#define " + guard + "\n");
foreach (var gen in it.Value)
writer.Write("\n");
writer.Write("\n#endif\n");
[submodule "Assets/TestScenes/Big"]
path = Assets/TestScenes/Big
url = https://github.com/Unity-Technologies/ScriptableRenderLoopScenes
fileFormatVersion: 2
guid: 97c18f9b04997a34aa7a246dbc1b2fac
timeCreated: 1477394758
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
guid: b5507a2ffdae8a84f94211c10d428920
timeCreated: 1477394781
ComputeShaderImporter:
currentAPIMask: 4
guid: ca7cab07164223b41b386440cf25cdca
folderAsset: yes
timeCreated: 1477402341
DefaultImporter:
guid: 87cf696b5a0ce42438ce41ddcd5022c2
timeCreated: 1467034984
guid: 29953ebbc2b204bb6be8f121555f7029
timeCreated: 1467146873