// // This file was automatically generated. Please don't edit by hand. // #ifndef LIGHTDEFINITION_CS_HLSL #define LIGHTDEFINITION_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.GPULightType: static fields // #define GPULIGHTTYPE_DIRECTIONAL (0) #define GPULIGHTTYPE_POINT (1) #define GPULIGHTTYPE_SPOT (2) #define GPULIGHTTYPE_PROJECTOR_PYRAMID (3) #define GPULIGHTTYPE_PROJECTOR_BOX (4) #define GPULIGHTTYPE_LINE (5) #define GPULIGHTTYPE_RECTANGLE (6) // // UnityEngine.Experimental.Rendering.HDPipeline.GPUImageBasedLightingType: static fields // #define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0) #define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1) // // UnityEngine.Experimental.Rendering.HDPipeline.EnvShapeType: static fields // #define ENVSHAPETYPE_NONE (0) #define ENVSHAPETYPE_BOX (1) #define ENVSHAPETYPE_SPHERE (2) #define ENVSHAPETYPE_SKY (3) // // UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields // #define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6) // // UnityEngine.Experimental.Rendering.HDPipeline.EnvCacheType: static fields // #define ENVCACHETYPE_TEXTURE2D (0) #define ENVCACHETYPE_CUBEMAP (1) // // UnityEngine.Experimental.Rendering.HDPipeline.StencilLightingUsage: static fields // #define STENCILLIGHTINGUSAGE_NO_LIGHTING (0) #define STENCILLIGHTINGUSAGE_SPLIT_LIGHTING (1) #define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData // PackingRules = Exact struct DirectionalLightData { float3 positionWS; int tileCookie; float3 color; int shadowIndex; float3 forward; int cookieIndex; float3 right; float specularScale; float3 up; float diffuseScale; float2 fadeDistanceScaleAndBias; float unused0; int dynamicShadowCasterOnly; float4 shadowMaskSelector; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData // PackingRules = Exact struct LightData { float3 positionWS; float invSqrAttenuationRadius; float3 color; int shadowIndex; float3 forward; int cookieIndex; float3 right; float specularScale; float3 up; float diffuseScale; float angleScale; float angleOffset; float shadowDimmer; int dynamicShadowCasterOnly; float4 shadowMaskSelector; float2 size; int lightType; float minRoughness; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData // PackingRules = Exact struct EnvLightData { float capturePositionWSX; float capturePositionWSY; float capturePositionWSZ; int influenceShapeType; float proxyExtentsX; float proxyExtentsY; float proxyExtentsZ; float minProjectionDistance; float proxyPositionWSX; float proxyPositionWSY; float proxyPositionWSZ; float proxyForwardX; float proxyForwardY; float proxyForwardZ; float proxyUpX; float proxyUpY; float proxyUpZ; float proxyRightX; float proxyRightY; float proxyRightZ; float influencePositionWSX; float influencePositionWSY; float influencePositionWSZ; float influenceForwardX; float influenceForwardY; float influenceForwardZ; float influenceUpX; float influenceUpY; float influenceUpZ; float influenceRightX; float influenceRightY; float influenceRightZ; float influenceExtentsX; float influenceExtentsY; float influenceExtentsZ; float unused00; float blendDistancePositiveX; float blendDistancePositiveY; float blendDistancePositiveZ; float blendDistanceNegativeX; float blendDistanceNegativeY; float blendDistanceNegativeZ; float blendNormalDistancePositiveX; float blendNormalDistancePositiveY; float blendNormalDistancePositiveZ; float blendNormalDistanceNegativeX; float blendNormalDistanceNegativeY; float blendNormalDistanceNegativeZ; float boxSideFadePositiveX; float boxSideFadePositiveY; float boxSideFadePositiveZ; float boxSideFadeNegativeX; float boxSideFadeNegativeY; float boxSideFadeNegativeZ; float dimmer; float unused01; float sampleDirectionDiscardWSX; float sampleDirectionDiscardWSY; float sampleDirectionDiscardWSZ; int envIndex; }; // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData // float3 GetPositionWS(DirectionalLightData value) { return value.positionWS; } int GetTileCookie(DirectionalLightData value) { return value.tileCookie; } float3 GetColor(DirectionalLightData value) { return value.color; } int GetShadowIndex(DirectionalLightData value) { return value.shadowIndex; } float3 GetForward(DirectionalLightData value) { return value.forward; } int GetCookieIndex(DirectionalLightData value) { return value.cookieIndex; } float3 GetRight(DirectionalLightData value) { return value.right; } float GetSpecularScale(DirectionalLightData value) { return value.specularScale; } float3 GetUp(DirectionalLightData value) { return value.up; } float GetDiffuseScale(DirectionalLightData value) { return value.diffuseScale; } float2 GetFadeDistanceScaleAndBias(DirectionalLightData value) { return value.fadeDistanceScaleAndBias; } float GetUnused0(DirectionalLightData value) { return value.unused0; } int GetDynamicShadowCasterOnly(DirectionalLightData value) { return value.dynamicShadowCasterOnly; } float4 GetShadowMaskSelector(DirectionalLightData value) { return value.shadowMaskSelector; } // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightData // float3 GetPositionWS(LightData value) { return value.positionWS; } float GetInvSqrAttenuationRadius(LightData value) { return value.invSqrAttenuationRadius; } float3 GetColor(LightData value) { return value.color; } int GetShadowIndex(LightData value) { return value.shadowIndex; } float3 GetForward(LightData value) { return value.forward; } int GetCookieIndex(LightData value) { return value.cookieIndex; } float3 GetRight(LightData value) { return value.right; } float GetSpecularScale(LightData value) { return value.specularScale; } float3 GetUp(LightData value) { return value.up; } float GetDiffuseScale(LightData value) { return value.diffuseScale; } float GetAngleScale(LightData value) { return value.angleScale; } float GetAngleOffset(LightData value) { return value.angleOffset; } float GetShadowDimmer(LightData value) { return value.shadowDimmer; } int GetDynamicShadowCasterOnly(LightData value) { return value.dynamicShadowCasterOnly; } float4 GetShadowMaskSelector(LightData value) { return value.shadowMaskSelector; } float2 GetSize(LightData value) { return value.size; } int GetLightType(LightData value) { return value.lightType; } float GetMinRoughness(LightData value) { return value.minRoughness; } // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData // float GetCapturePositionWSX(EnvLightData value) { return value.capturePositionWSX; } float GetCapturePositionWSY(EnvLightData value) { return value.capturePositionWSY; } float GetCapturePositionWSZ(EnvLightData value) { return value.capturePositionWSZ; } int GetInfluenceShapeType(EnvLightData value) { return value.influenceShapeType; } float GetProxyExtentsX(EnvLightData value) { return value.proxyExtentsX; } float GetProxyExtentsY(EnvLightData value) { return value.proxyExtentsY; } float GetProxyExtentsZ(EnvLightData value) { return value.proxyExtentsZ; } float GetMinProjectionDistance(EnvLightData value) { return value.minProjectionDistance; } float GetProxyPositionWSX(EnvLightData value) { return value.proxyPositionWSX; } float GetProxyPositionWSY(EnvLightData value) { return value.proxyPositionWSY; } float GetProxyPositionWSZ(EnvLightData value) { return value.proxyPositionWSZ; } float GetProxyForwardX(EnvLightData value) { return value.proxyForwardX; } float GetProxyForwardY(EnvLightData value) { return value.proxyForwardY; } float GetProxyForwardZ(EnvLightData value) { return value.proxyForwardZ; } float GetProxyUpX(EnvLightData value) { return value.proxyUpX; } float GetProxyUpY(EnvLightData value) { return value.proxyUpY; } float GetProxyUpZ(EnvLightData value) { return value.proxyUpZ; } float GetProxyRightX(EnvLightData value) { return value.proxyRightX; } float GetProxyRightY(EnvLightData value) { return value.proxyRightY; } float GetProxyRightZ(EnvLightData value) { return value.proxyRightZ; } float GetInfluencePositionWSX(EnvLightData value) { return value.influencePositionWSX; } float GetInfluencePositionWSY(EnvLightData value) { return value.influencePositionWSY; } float GetInfluencePositionWSZ(EnvLightData value) { return value.influencePositionWSZ; } float GetInfluenceForwardX(EnvLightData value) { return value.influenceForwardX; } float GetInfluenceForwardY(EnvLightData value) { return value.influenceForwardY; } float GetInfluenceForwardZ(EnvLightData value) { return value.influenceForwardZ; } float GetInfluenceUpX(EnvLightData value) { return value.influenceUpX; } float GetInfluenceUpY(EnvLightData value) { return value.influenceUpY; } float GetInfluenceUpZ(EnvLightData value) { return value.influenceUpZ; } float GetInfluenceRightX(EnvLightData value) { return value.influenceRightX; } float GetInfluenceRightY(EnvLightData value) { return value.influenceRightY; } float GetInfluenceRightZ(EnvLightData value) { return value.influenceRightZ; } float GetInfluenceExtentsX(EnvLightData value) { return value.influenceExtentsX; } float GetInfluenceExtentsY(EnvLightData value) { return value.influenceExtentsY; } float GetInfluenceExtentsZ(EnvLightData value) { return value.influenceExtentsZ; } float GetUnused00(EnvLightData value) { return value.unused00; } float GetBlendDistancePositiveX(EnvLightData value) { return value.blendDistancePositiveX; } float GetBlendDistancePositiveY(EnvLightData value) { return value.blendDistancePositiveY; } float GetBlendDistancePositiveZ(EnvLightData value) { return value.blendDistancePositiveZ; } float GetBlendDistanceNegativeX(EnvLightData value) { return value.blendDistanceNegativeX; } float GetBlendDistanceNegativeY(EnvLightData value) { return value.blendDistanceNegativeY; } float GetBlendDistanceNegativeZ(EnvLightData value) { return value.blendDistanceNegativeZ; } float GetBlendNormalDistancePositiveX(EnvLightData value) { return value.blendNormalDistancePositiveX; } float GetBlendNormalDistancePositiveY(EnvLightData value) { return value.blendNormalDistancePositiveY; } float GetBlendNormalDistancePositiveZ(EnvLightData value) { return value.blendNormalDistancePositiveZ; } float GetBlendNormalDistanceNegativeX(EnvLightData value) { return value.blendNormalDistanceNegativeX; } float GetBlendNormalDistanceNegativeY(EnvLightData value) { return value.blendNormalDistanceNegativeY; } float GetBlendNormalDistanceNegativeZ(EnvLightData value) { return value.blendNormalDistanceNegativeZ; } float GetBoxSideFadePositiveX(EnvLightData value) { return value.boxSideFadePositiveX; } float GetBoxSideFadePositiveY(EnvLightData value) { return value.boxSideFadePositiveY; } float GetBoxSideFadePositiveZ(EnvLightData value) { return value.boxSideFadePositiveZ; } float GetBoxSideFadeNegativeX(EnvLightData value) { return value.boxSideFadeNegativeX; } float GetBoxSideFadeNegativeY(EnvLightData value) { return value.boxSideFadeNegativeY; } float GetBoxSideFadeNegativeZ(EnvLightData value) { return value.boxSideFadeNegativeZ; } float GetDimmer(EnvLightData value) { return value.dimmer; } float GetUnused01(EnvLightData value) { return value.unused01; } float GetSampleDirectionDiscardWSX(EnvLightData value) { return value.sampleDirectionDiscardWSX; } float GetSampleDirectionDiscardWSY(EnvLightData value) { return value.sampleDirectionDiscardWSY; } float GetSampleDirectionDiscardWSZ(EnvLightData value) { return value.sampleDirectionDiscardWSZ; } int GetEnvIndex(EnvLightData value) { return value.envIndex; } #endif #include "LightDefinition.cs.custom.hlsl"