vlad-andreev
8 年前
当前提交
81aa39a3
共有 4 个文件被更改,包括 144 次插入 和 15 次删除
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23Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
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125Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs.hlsl.meta
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs. Please don't edit by hand. |
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// |
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// Generated from UnityEngine.ScriptableRenderLoop.PunctualLightData |
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// PackingRules = Exact |
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struct PunctualLightData |
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{ |
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float3 positionWS; // x: x y: y z: z |
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float invSqrAttenuationRadius; |
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float3 color; // x: x y: y z: z |
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float useDistanceAttenuation; |
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float3 forward; // x: x y: y z: z |
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float diffuseScale; |
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float3 up; // x: x y: y z: z |
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float specularScale; |
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float3 right; // x: x y: y z: z |
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float shadowDimmer; |
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float angleScale; |
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float angleOffset; |
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float2 unused2; // x: x y: y |
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}; |
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// Generated from UnityEngine.ScriptableRenderLoop.AreaLightData |
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// PackingRules = Exact |
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struct AreaLightData |
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{ |
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float3 positionWS; // x: x y: y z: z |
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}; |
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// Generated from UnityEngine.ScriptableRenderLoop.EnvLightData |
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// PackingRules = Exact |
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struct EnvLightData |
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{ |
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float3 positionWS; // x: x y: y z: z |
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}; |
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// Generated from UnityEngine.ScriptableRenderLoop.PlanarLightData |
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// PackingRules = Exact |
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struct PlanarLightData |
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{ |
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float3 positionWS; // x: x y: y z: z |
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}; |
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// |
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// Accessors for UnityEngine.ScriptableRenderLoop.PunctualLightData |
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// |
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float3 GetPositionWS(PunctualLightData value) |
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{ |
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return value.positionWS; |
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} |
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float GetInvSqrAttenuationRadius(PunctualLightData value) |
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{ |
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return value.invSqrAttenuationRadius; |
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} |
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float3 GetColor(PunctualLightData value) |
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{ |
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return value.color; |
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} |
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float GetUseDistanceAttenuation(PunctualLightData value) |
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{ |
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return value.useDistanceAttenuation; |
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} |
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float3 GetForward(PunctualLightData value) |
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{ |
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return value.forward; |
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} |
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float GetDiffuseScale(PunctualLightData value) |
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{ |
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return value.diffuseScale; |
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} |
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float3 GetUp(PunctualLightData value) |
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{ |
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return value.up; |
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} |
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float GetSpecularScale(PunctualLightData value) |
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{ |
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return value.specularScale; |
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} |
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float3 GetRight(PunctualLightData value) |
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{ |
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return value.right; |
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} |
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float GetShadowDimmer(PunctualLightData value) |
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{ |
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return value.shadowDimmer; |
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} |
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float GetAngleScale(PunctualLightData value) |
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{ |
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return value.angleScale; |
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} |
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float GetAngleOffset(PunctualLightData value) |
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{ |
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return value.angleOffset; |
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} |
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float2 GetUnused2(PunctualLightData value) |
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{ |
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return value.unused2; |
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} |
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// |
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// Accessors for UnityEngine.ScriptableRenderLoop.AreaLightData |
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// |
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float3 GetPositionWS(AreaLightData value) |
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{ |
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return value.positionWS; |
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} |
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// |
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// Accessors for UnityEngine.ScriptableRenderLoop.EnvLightData |
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// |
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float3 GetPositionWS(EnvLightData value) |
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{ |
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return value.positionWS; |
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} |
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// |
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// Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData |
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// |
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float3 GetPositionWS(PlanarLightData value) |
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{ |
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return value.positionWS; |
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} |
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fileFormatVersion: 2 |
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guid: ff58597e731e7d5419b41b73325ddb47 |
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timeCreated: 1475681650 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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