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// ---------------------------------------------------------------------------- |
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// Block Layout should be respected due to SRP Batcher |
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// Space block Feature |
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// Light Indices block feature |
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// These are set internally by the engine upon request by RendererConfiguration. |
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// Check GetRendererSettings in LightweightPipeline.cs |
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real4 unity_LightIndicesOffsetAndCount; |
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real4 unity_4LightIndices0; |
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real4 unity_4LightIndices1; |
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// Reflection Probe 0 block feature |
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// HDR environment map decode instructions |
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real4 unity_SpecCube0_HDR; |
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// Lightmap block feature |
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float4 unity_DynamicLightmapST; |
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// SH lighting environment |
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// No feature block yet! |
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// HDR lightmap decode instructions |
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real4 unity_Lightmap_HDR; |
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// SH block feature |
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real4 unity_SHAr; |
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real4 unity_SHAg; |
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real4 unity_SHAb; |
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real4 unity_SHC; |
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// Probe Occlusion block feature |
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// HDR environment map decode instructions |
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real4 unity_SpecCube0_HDR; |
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// HDR lightmap decode instructions |
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real4 unity_Lightmap_HDR; |
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// These are set internally by the engine upon request by RendererConfiguration. |
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// Check GetRendererSettings in LightweightPipeline.cs |
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real4 unity_LightIndicesOffsetAndCount; |
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real4 unity_4LightIndices0; |
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real4 unity_4LightIndices1; |
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CBUFFER_END |
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#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) || ((defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED)) && (defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL))) |
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