|
|
|
|
|
|
#define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2) |
|
|
|
|
|
|
|
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData |
|
|
|
// PackingRules = Exact |
|
|
|
// PackingRules = AtomicElement |
|
|
|
float3 positionWS; |
|
|
|
float positionWSX; |
|
|
|
float positionWSY; |
|
|
|
float positionWSZ; |
|
|
|
|
|
|
|
float3 color; |
|
|
|
|
|
|
|
float colorX; |
|
|
|
float colorY; |
|
|
|
float colorZ; |
|
|
|
|
|
|
|
float3 forward; |
|
|
|
|
|
|
|
float forwardX; |
|
|
|
float forwardY; |
|
|
|
float forwardZ; |
|
|
|
|
|
|
|
float3 right; |
|
|
|
|
|
|
|
float rightX; |
|
|
|
float rightY; |
|
|
|
float rightZ; |
|
|
|
|
|
|
|
float3 up; |
|
|
|
|
|
|
|
float upX; |
|
|
|
float upY; |
|
|
|
float upZ; |
|
|
|
|
|
|
|
float2 fadeDistanceScaleAndBias; |
|
|
|
|
|
|
|
float fadeDistanceScaleAndBiasX; |
|
|
|
float fadeDistanceScaleAndBiasY; |
|
|
|
|
|
|
|
|
|
|
|
float4 shadowMaskSelector; |
|
|
|
|
|
|
|
float shadowMaskSelectorX; |
|
|
|
float shadowMaskSelectorY; |
|
|
|
float shadowMaskSelectorZ; |
|
|
|
float shadowMaskSelectorW; |
|
|
|
|
|
|
|
// PackingRules = Exact |
|
|
|
// PackingRules = AtomicElement |
|
|
|
float3 positionWS; |
|
|
|
float positionWSX; |
|
|
|
float positionWSY; |
|
|
|
float positionWSZ; |
|
|
|
|
|
|
|
float3 color; |
|
|
|
|
|
|
|
float colorX; |
|
|
|
float colorY; |
|
|
|
float colorZ; |
|
|
|
|
|
|
|
float3 forward; |
|
|
|
|
|
|
|
float forwardX; |
|
|
|
float forwardY; |
|
|
|
float forwardZ; |
|
|
|
|
|
|
|
float3 right; |
|
|
|
|
|
|
|
float rightX; |
|
|
|
float rightY; |
|
|
|
float rightZ; |
|
|
|
|
|
|
|
float3 up; |
|
|
|
|
|
|
|
float upX; |
|
|
|
float upY; |
|
|
|
float upZ; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float4 shadowMaskSelector; |
|
|
|
float2 size; |
|
|
|
|
|
|
|
float shadowMaskSelectorX; |
|
|
|
float shadowMaskSelectorY; |
|
|
|
float shadowMaskSelectorZ; |
|
|
|
float shadowMaskSelectorW; |
|
|
|
|
|
|
|
float sizeX; |
|
|
|
float sizeY; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// PackingRules = Exact |
|
|
|
// PackingRules = AtomicElement |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}; |
|
|
|
|
|
|
|
// |
|
|
|
|
|
|
{ |
|
|
|
return value.positionWS; |
|
|
|
return float3(value.positionWSX, value.positionWSY, value.positionWSZ); |
|
|
|
} |
|
|
|
int GetTileCookie(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.color; |
|
|
|
return float3(value.colorX, value.colorY, value.colorZ); |
|
|
|
} |
|
|
|
int GetShadowIndex(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.forward; |
|
|
|
return float3(value.forwardX, value.forwardY, value.forwardZ); |
|
|
|
} |
|
|
|
int GetCookieIndex(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.right; |
|
|
|
return float3(value.rightX, value.rightY, value.rightZ); |
|
|
|
} |
|
|
|
float GetSpecularScale(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.up; |
|
|
|
return float3(value.upX, value.upY, value.upZ); |
|
|
|
} |
|
|
|
float GetDiffuseScale(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.fadeDistanceScaleAndBias; |
|
|
|
return float2(value.fadeDistanceScaleAndBiasX, value.fadeDistanceScaleAndBiasY); |
|
|
|
} |
|
|
|
float GetUnused0(DirectionalLightData value) |
|
|
|
{ |
|
|
|
|
|
|
} |
|
|
|
float4 GetShadowMaskSelector(DirectionalLightData value) |
|
|
|
{ |
|
|
|
return value.shadowMaskSelector; |
|
|
|
return float4(value.shadowMaskSelectorX, value.shadowMaskSelectorY, value.shadowMaskSelectorZ, value.shadowMaskSelectorW); |
|
|
|
} |
|
|
|
|
|
|
|
// |
|
|
|
|
|
|
{ |
|
|
|
return value.positionWS; |
|
|
|
return float3(value.positionWSX, value.positionWSY, value.positionWSZ); |
|
|
|
} |
|
|
|
float GetInvSqrAttenuationRadius(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.color; |
|
|
|
return float3(value.colorX, value.colorY, value.colorZ); |
|
|
|
} |
|
|
|
int GetShadowIndex(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.forward; |
|
|
|
return float3(value.forwardX, value.forwardY, value.forwardZ); |
|
|
|
} |
|
|
|
int GetCookieIndex(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.right; |
|
|
|
return float3(value.rightX, value.rightY, value.rightZ); |
|
|
|
} |
|
|
|
float GetSpecularScale(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.up; |
|
|
|
return float3(value.upX, value.upY, value.upZ); |
|
|
|
} |
|
|
|
float GetDiffuseScale(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
} |
|
|
|
float4 GetShadowMaskSelector(LightData value) |
|
|
|
{ |
|
|
|
return value.shadowMaskSelector; |
|
|
|
return float4(value.shadowMaskSelectorX, value.shadowMaskSelectorY, value.shadowMaskSelectorZ, value.shadowMaskSelectorW); |
|
|
|
return value.size; |
|
|
|
return float2(value.sizeX, value.sizeY); |
|
|
|
} |
|
|
|
int GetLightType(LightData value) |
|
|
|
{ |
|
|
|
|
|
|
// |
|
|
|
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData |
|
|
|
// |
|
|
|
float GetCapturePositionWSX(EnvLightData value) |
|
|
|
float3 GetCapturePositionWS(EnvLightData value) |
|
|
|
return value.capturePositionWSX; |
|
|
|
} |
|
|
|
float GetCapturePositionWSY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.capturePositionWSY; |
|
|
|
} |
|
|
|
float GetCapturePositionWSZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.capturePositionWSZ; |
|
|
|
return float3(value.capturePositionWSX, value.capturePositionWSY, value.capturePositionWSZ); |
|
|
|
float GetProxyExtentsX(EnvLightData value) |
|
|
|
float3 GetProxyExtents(EnvLightData value) |
|
|
|
return value.proxyExtentsX; |
|
|
|
} |
|
|
|
float GetProxyExtentsY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyExtentsY; |
|
|
|
} |
|
|
|
float GetProxyExtentsZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyExtentsZ; |
|
|
|
return float3(value.proxyExtentsX, value.proxyExtentsY, value.proxyExtentsZ); |
|
|
|
float GetProxyPositionWSX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyPositionWSX; |
|
|
|
} |
|
|
|
float GetProxyPositionWSY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyPositionWSY; |
|
|
|
} |
|
|
|
float GetProxyPositionWSZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyPositionWSZ; |
|
|
|
} |
|
|
|
float GetProxyForwardX(EnvLightData value) |
|
|
|
float3 GetProxyPositionWS(EnvLightData value) |
|
|
|
return value.proxyForwardX; |
|
|
|
return float3(value.proxyPositionWSX, value.proxyPositionWSY, value.proxyPositionWSZ); |
|
|
|
float GetProxyForwardY(EnvLightData value) |
|
|
|
float3 GetProxyForward(EnvLightData value) |
|
|
|
return value.proxyForwardY; |
|
|
|
return float3(value.proxyForwardX, value.proxyForwardY, value.proxyForwardZ); |
|
|
|
float GetProxyForwardZ(EnvLightData value) |
|
|
|
float3 GetProxyUp(EnvLightData value) |
|
|
|
return value.proxyForwardZ; |
|
|
|
return float3(value.proxyUpX, value.proxyUpY, value.proxyUpZ); |
|
|
|
float GetProxyUpX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyUpX; |
|
|
|
} |
|
|
|
float GetProxyUpY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.proxyUpY; |
|
|
|
} |
|
|
|
float GetProxyUpZ(EnvLightData value) |
|
|
|
float3 GetProxyRight(EnvLightData value) |
|
|
|
return value.proxyUpZ; |
|
|
|
return float3(value.proxyRightX, value.proxyRightY, value.proxyRightZ); |
|
|
|
float GetProxyRightX(EnvLightData value) |
|
|
|
float3 GetInfluencePositionWS(EnvLightData value) |
|
|
|
return value.proxyRightX; |
|
|
|
return float3(value.influencePositionWSX, value.influencePositionWSY, value.influencePositionWSZ); |
|
|
|
float GetProxyRightY(EnvLightData value) |
|
|
|
float3 GetInfluenceForward(EnvLightData value) |
|
|
|
return value.proxyRightY; |
|
|
|
return float3(value.influenceForwardX, value.influenceForwardY, value.influenceForwardZ); |
|
|
|
float GetProxyRightZ(EnvLightData value) |
|
|
|
float3 GetInfluenceUp(EnvLightData value) |
|
|
|
return value.proxyRightZ; |
|
|
|
return float3(value.influenceUpX, value.influenceUpY, value.influenceUpZ); |
|
|
|
float GetInfluencePositionWSX(EnvLightData value) |
|
|
|
float3 GetInfluenceRight(EnvLightData value) |
|
|
|
return value.influencePositionWSX; |
|
|
|
return float3(value.influenceRightX, value.influenceRightY, value.influenceRightZ); |
|
|
|
float GetInfluencePositionWSY(EnvLightData value) |
|
|
|
float3 GetInfluenceExtents(EnvLightData value) |
|
|
|
return value.influencePositionWSY; |
|
|
|
} |
|
|
|
float GetInfluencePositionWSZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influencePositionWSZ; |
|
|
|
} |
|
|
|
float GetInfluenceForwardX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceForwardX; |
|
|
|
} |
|
|
|
float GetInfluenceForwardY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceForwardY; |
|
|
|
} |
|
|
|
float GetInfluenceForwardZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceForwardZ; |
|
|
|
} |
|
|
|
float GetInfluenceUpX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceUpX; |
|
|
|
} |
|
|
|
float GetInfluenceUpY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceUpY; |
|
|
|
} |
|
|
|
float GetInfluenceUpZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceUpZ; |
|
|
|
} |
|
|
|
float GetInfluenceRightX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceRightX; |
|
|
|
} |
|
|
|
float GetInfluenceRightY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceRightY; |
|
|
|
} |
|
|
|
float GetInfluenceRightZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceRightZ; |
|
|
|
} |
|
|
|
float GetInfluenceExtentsX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceExtentsX; |
|
|
|
} |
|
|
|
float GetInfluenceExtentsY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceExtentsY; |
|
|
|
} |
|
|
|
float GetInfluenceExtentsZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.influenceExtentsZ; |
|
|
|
return float3(value.influenceExtentsX, value.influenceExtentsY, value.influenceExtentsZ); |
|
|
|
float GetBlendDistancePositiveX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistancePositiveX; |
|
|
|
} |
|
|
|
float GetBlendDistancePositiveY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistancePositiveY; |
|
|
|
} |
|
|
|
float GetBlendDistancePositiveZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistancePositiveZ; |
|
|
|
} |
|
|
|
float GetBlendDistanceNegativeX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistanceNegativeX; |
|
|
|
} |
|
|
|
float GetBlendDistanceNegativeY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistanceNegativeY; |
|
|
|
} |
|
|
|
float GetBlendDistanceNegativeZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendDistanceNegativeZ; |
|
|
|
} |
|
|
|
float GetBlendNormalDistancePositiveX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendNormalDistancePositiveX; |
|
|
|
} |
|
|
|
float GetBlendNormalDistancePositiveY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendNormalDistancePositiveY; |
|
|
|
} |
|
|
|
float GetBlendNormalDistancePositiveZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendNormalDistancePositiveZ; |
|
|
|
} |
|
|
|
float GetBlendNormalDistanceNegativeX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.blendNormalDistanceNegativeX; |
|
|
|
} |
|
|
|
float GetBlendNormalDistanceNegativeY(EnvLightData value) |
|
|
|
float3 GetBlendDistancePositive(EnvLightData value) |
|
|
|
return value.blendNormalDistanceNegativeY; |
|
|
|
return float3(value.blendDistancePositiveX, value.blendDistancePositiveY, value.blendDistancePositiveZ); |
|
|
|
float GetBlendNormalDistanceNegativeZ(EnvLightData value) |
|
|
|
float3 GetBlendDistanceNegative(EnvLightData value) |
|
|
|
return value.blendNormalDistanceNegativeZ; |
|
|
|
return float3(value.blendDistanceNegativeX, value.blendDistanceNegativeY, value.blendDistanceNegativeZ); |
|
|
|
float GetBoxSideFadePositiveX(EnvLightData value) |
|
|
|
float3 GetBlendNormalDistancePositive(EnvLightData value) |
|
|
|
return value.boxSideFadePositiveX; |
|
|
|
return float3(value.blendNormalDistancePositiveX, value.blendNormalDistancePositiveY, value.blendNormalDistancePositiveZ); |
|
|
|
float GetBoxSideFadePositiveY(EnvLightData value) |
|
|
|
float3 GetBlendNormalDistanceNegative(EnvLightData value) |
|
|
|
return value.boxSideFadePositiveY; |
|
|
|
return float3(value.blendNormalDistanceNegativeX, value.blendNormalDistanceNegativeY, value.blendNormalDistanceNegativeZ); |
|
|
|
float GetBoxSideFadePositiveZ(EnvLightData value) |
|
|
|
float3 GetBoxSideFadePositive(EnvLightData value) |
|
|
|
return value.boxSideFadePositiveZ; |
|
|
|
return float3(value.boxSideFadePositiveX, value.boxSideFadePositiveY, value.boxSideFadePositiveZ); |
|
|
|
float GetBoxSideFadeNegativeX(EnvLightData value) |
|
|
|
float3 GetBoxSideFadeNegative(EnvLightData value) |
|
|
|
return value.boxSideFadeNegativeX; |
|
|
|
} |
|
|
|
float GetBoxSideFadeNegativeY(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.boxSideFadeNegativeY; |
|
|
|
} |
|
|
|
float GetBoxSideFadeNegativeZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.boxSideFadeNegativeZ; |
|
|
|
return float3(value.boxSideFadeNegativeX, value.boxSideFadeNegativeY, value.boxSideFadeNegativeZ); |
|
|
|
} |
|
|
|
float GetDimmer(EnvLightData value) |
|
|
|
{ |
|
|
|
|
|
|
{ |
|
|
|
return value.unused01; |
|
|
|
} |
|
|
|
float GetSampleDirectionDiscardWSX(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.sampleDirectionDiscardWSX; |
|
|
|
} |
|
|
|
float GetSampleDirectionDiscardWSY(EnvLightData value) |
|
|
|
float3 GetSampleDirectionDiscardWS(EnvLightData value) |
|
|
|
return value.sampleDirectionDiscardWSY; |
|
|
|
} |
|
|
|
float GetSampleDirectionDiscardWSZ(EnvLightData value) |
|
|
|
{ |
|
|
|
return value.sampleDirectionDiscardWSZ; |
|
|
|
return float3(value.sampleDirectionDiscardWSX, value.sampleDirectionDiscardWSY, value.sampleDirectionDiscardWSZ); |
|
|
|
} |
|
|
|
int GetEnvIndex(EnvLightData value) |
|
|
|
{ |
|
|
|