{
float4x4 worldToShadow;
int shadowType;
float bias;
float2 unused;
float3 unused;
};
//
return value.shadowType;
}
float GetBias(PunctualShadowData value)
return value.bias;
float2 GetUnused(PunctualShadowData value)
float3 GetUnused(PunctualShadowData value)
return value.unused;