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// PackingRules = Exact |
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struct EnvLightData |
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{ |
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float capturePositionWSX; |
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float capturePositionWSY; |
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float capturePositionWSZ; |
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float3 capturePositionWS; |
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float proxyExtentsX; |
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float proxyExtentsY; |
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float proxyExtentsZ; |
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float3 proxyExtents; |
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float proxyPositionWSX; |
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float proxyPositionWSY; |
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float proxyPositionWSZ; |
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float proxyForwardX; |
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float proxyForwardY; |
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float proxyForwardZ; |
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float proxyUpX; |
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float proxyUpY; |
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float proxyUpZ; |
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float proxyRightX; |
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float proxyRightY; |
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float proxyRightZ; |
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float influencePositionWSX; |
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float influencePositionWSY; |
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float influencePositionWSZ; |
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float influenceForwardX; |
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float influenceForwardY; |
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float influenceForwardZ; |
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float influenceUpX; |
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float influenceUpY; |
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float influenceUpZ; |
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float influenceRightX; |
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float influenceRightY; |
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float influenceRightZ; |
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float influenceExtentsX; |
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float influenceExtentsY; |
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float influenceExtentsZ; |
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float3 proxyPositionWS; |
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float3 proxyForward; |
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float3 proxyUp; |
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float3 proxyRight; |
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float3 influencePositionWS; |
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float3 influenceForward; |
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float3 influenceUp; |
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float3 influenceRight; |
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float3 influenceExtents; |
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float blendDistancePositiveX; |
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float blendDistancePositiveY; |
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float blendDistancePositiveZ; |
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float blendDistanceNegativeX; |
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float blendDistanceNegativeY; |
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float blendDistanceNegativeZ; |
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float blendNormalDistancePositiveX; |
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float blendNormalDistancePositiveY; |
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float blendNormalDistancePositiveZ; |
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float blendNormalDistanceNegativeX; |
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float blendNormalDistanceNegativeY; |
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float blendNormalDistanceNegativeZ; |
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float boxSideFadePositiveX; |
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float boxSideFadePositiveY; |
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float boxSideFadePositiveZ; |
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float boxSideFadeNegativeX; |
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float boxSideFadeNegativeY; |
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float boxSideFadeNegativeZ; |
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float3 blendDistancePositive; |
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float3 blendDistanceNegative; |
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float3 blendNormalDistancePositive; |
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float3 blendNormalDistanceNegative; |
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float3 boxSideFadePositive; |
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float3 boxSideFadeNegative; |
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float sampleDirectionDiscardWSX; |
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float sampleDirectionDiscardWSY; |
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float sampleDirectionDiscardWSZ; |
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float3 sampleDirectionDiscardWS; |
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int envIndex; |
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}; |
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// |
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// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData |
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// |
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float GetCapturePositionWSX(EnvLightData value) |
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{ |
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return value.capturePositionWSX; |
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} |
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float GetCapturePositionWSY(EnvLightData value) |
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float3 GetCapturePositionWS(EnvLightData value) |
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return value.capturePositionWSY; |
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} |
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float GetCapturePositionWSZ(EnvLightData value) |
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{ |
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return value.capturePositionWSZ; |
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return value.capturePositionWS; |
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float GetProxyExtentsX(EnvLightData value) |
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float3 GetProxyExtents(EnvLightData value) |
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return value.proxyExtentsX; |
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} |
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float GetProxyExtentsY(EnvLightData value) |
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{ |
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return value.proxyExtentsY; |
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} |
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float GetProxyExtentsZ(EnvLightData value) |
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{ |
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return value.proxyExtentsZ; |
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return value.proxyExtents; |
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float GetProxyPositionWSX(EnvLightData value) |
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float3 GetProxyPositionWS(EnvLightData value) |
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return value.proxyPositionWSX; |
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return value.proxyPositionWS; |
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float GetProxyPositionWSY(EnvLightData value) |
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float3 GetProxyForward(EnvLightData value) |
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return value.proxyPositionWSY; |
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return value.proxyForward; |
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float GetProxyPositionWSZ(EnvLightData value) |
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float3 GetProxyUp(EnvLightData value) |
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return value.proxyPositionWSZ; |
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return value.proxyUp; |
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float GetProxyForwardX(EnvLightData value) |
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{ |
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return value.proxyForwardX; |
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} |
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float GetProxyForwardY(EnvLightData value) |
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{ |
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return value.proxyForwardY; |
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} |
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float GetProxyForwardZ(EnvLightData value) |
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float3 GetProxyRight(EnvLightData value) |
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return value.proxyForwardZ; |
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return value.proxyRight; |
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float GetProxyUpX(EnvLightData value) |
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float3 GetInfluencePositionWS(EnvLightData value) |
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return value.proxyUpX; |
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} |
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float GetProxyUpY(EnvLightData value) |
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{ |
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return value.proxyUpY; |
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return value.influencePositionWS; |
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float GetProxyUpZ(EnvLightData value) |
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float3 GetInfluenceForward(EnvLightData value) |
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return value.proxyUpZ; |
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return value.influenceForward; |
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float GetProxyRightX(EnvLightData value) |
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float3 GetInfluenceUp(EnvLightData value) |
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return value.proxyRightX; |
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return value.influenceUp; |
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float GetProxyRightY(EnvLightData value) |
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float3 GetInfluenceRight(EnvLightData value) |
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return value.proxyRightY; |
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return value.influenceRight; |
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float GetProxyRightZ(EnvLightData value) |
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float3 GetInfluenceExtents(EnvLightData value) |
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return value.proxyRightZ; |
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} |
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float GetInfluencePositionWSX(EnvLightData value) |
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{ |
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return value.influencePositionWSX; |
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} |
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float GetInfluencePositionWSY(EnvLightData value) |
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{ |
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return value.influencePositionWSY; |
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} |
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float GetInfluencePositionWSZ(EnvLightData value) |
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{ |
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return value.influencePositionWSZ; |
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} |
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float GetInfluenceForwardX(EnvLightData value) |
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{ |
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return value.influenceForwardX; |
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} |
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float GetInfluenceForwardY(EnvLightData value) |
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{ |
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return value.influenceForwardY; |
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} |
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float GetInfluenceForwardZ(EnvLightData value) |
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{ |
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return value.influenceForwardZ; |
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} |
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float GetInfluenceUpX(EnvLightData value) |
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{ |
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return value.influenceUpX; |
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} |
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float GetInfluenceUpY(EnvLightData value) |
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{ |
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return value.influenceUpY; |
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} |
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float GetInfluenceUpZ(EnvLightData value) |
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{ |
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return value.influenceUpZ; |
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} |
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float GetInfluenceRightX(EnvLightData value) |
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{ |
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return value.influenceRightX; |
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} |
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float GetInfluenceRightY(EnvLightData value) |
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{ |
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return value.influenceRightY; |
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} |
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float GetInfluenceRightZ(EnvLightData value) |
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{ |
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return value.influenceRightZ; |
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} |
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float GetInfluenceExtentsX(EnvLightData value) |
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{ |
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return value.influenceExtentsX; |
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} |
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float GetInfluenceExtentsY(EnvLightData value) |
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{ |
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return value.influenceExtentsY; |
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} |
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float GetInfluenceExtentsZ(EnvLightData value) |
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{ |
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return value.influenceExtentsZ; |
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return value.influenceExtents; |
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float GetBlendDistancePositiveX(EnvLightData value) |
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{ |
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return value.blendDistancePositiveX; |
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} |
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float GetBlendDistancePositiveY(EnvLightData value) |
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{ |
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return value.blendDistancePositiveY; |
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} |
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float GetBlendDistancePositiveZ(EnvLightData value) |
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{ |
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return value.blendDistancePositiveZ; |
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} |
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float GetBlendDistanceNegativeX(EnvLightData value) |
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{ |
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return value.blendDistanceNegativeX; |
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} |
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float GetBlendDistanceNegativeY(EnvLightData value) |
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{ |
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return value.blendDistanceNegativeY; |
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} |
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float GetBlendDistanceNegativeZ(EnvLightData value) |
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{ |
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return value.blendDistanceNegativeZ; |
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} |
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float GetBlendNormalDistancePositiveX(EnvLightData value) |
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{ |
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return value.blendNormalDistancePositiveX; |
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} |
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float GetBlendNormalDistancePositiveY(EnvLightData value) |
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{ |
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return value.blendNormalDistancePositiveY; |
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} |
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float GetBlendNormalDistancePositiveZ(EnvLightData value) |
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{ |
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return value.blendNormalDistancePositiveZ; |
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} |
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float GetBlendNormalDistanceNegativeX(EnvLightData value) |
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{ |
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return value.blendNormalDistanceNegativeX; |
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} |
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float GetBlendNormalDistanceNegativeY(EnvLightData value) |
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{ |
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return value.blendNormalDistanceNegativeY; |
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} |
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float GetBlendNormalDistanceNegativeZ(EnvLightData value) |
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{ |
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return value.blendNormalDistanceNegativeZ; |
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} |
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float GetBoxSideFadePositiveX(EnvLightData value) |
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float3 GetBlendDistancePositive(EnvLightData value) |
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return value.boxSideFadePositiveX; |
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return value.blendDistancePositive; |
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float GetBoxSideFadePositiveY(EnvLightData value) |
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float3 GetBlendDistanceNegative(EnvLightData value) |
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return value.boxSideFadePositiveY; |
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return value.blendDistanceNegative; |
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float GetBoxSideFadePositiveZ(EnvLightData value) |
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float3 GetBlendNormalDistancePositive(EnvLightData value) |
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return value.boxSideFadePositiveZ; |
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return value.blendNormalDistancePositive; |
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float GetBoxSideFadeNegativeX(EnvLightData value) |
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float3 GetBlendNormalDistanceNegative(EnvLightData value) |
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return value.boxSideFadeNegativeX; |
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return value.blendNormalDistanceNegative; |
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float GetBoxSideFadeNegativeY(EnvLightData value) |
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float3 GetBoxSideFadePositive(EnvLightData value) |
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return value.boxSideFadeNegativeY; |
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return value.boxSideFadePositive; |
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float GetBoxSideFadeNegativeZ(EnvLightData value) |
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float3 GetBoxSideFadeNegative(EnvLightData value) |
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return value.boxSideFadeNegativeZ; |
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return value.boxSideFadeNegative; |
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} |
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float GetDimmer(EnvLightData value) |
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{ |
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{ |
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return value.unused01; |
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} |
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float GetSampleDirectionDiscardWSX(EnvLightData value) |
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{ |
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return value.sampleDirectionDiscardWSX; |
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} |
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float GetSampleDirectionDiscardWSY(EnvLightData value) |
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{ |
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return value.sampleDirectionDiscardWSY; |
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} |
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float GetSampleDirectionDiscardWSZ(EnvLightData value) |
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float3 GetSampleDirectionDiscardWS(EnvLightData value) |
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return value.sampleDirectionDiscardWSZ; |
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return value.sampleDirectionDiscardWS; |
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} |
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int GetEnvIndex(EnvLightData value) |
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{ |
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#endif |
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#include "LightDefinition.cs.custom.hlsl" |