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StructuredBuffer<SFiniteLightData> g_vLightData; |
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Buffer<uint> g_vLightListGlobal; |
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StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity |
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void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) |
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#include "ClusteredUtils.h" |
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Buffer<uint> g_vLayeredOffsetsBuffer; |
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Buffer<float> g_logBaseBuffer; |
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity |
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StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity |
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void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) |
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