using UnityEngine; using UnityEngine.Experimental.Rendering; using System; namespace UnityEngine.Experimental.ScriptableRenderLoop { public class LightLoopSinglePass { string GetKeyword() { return "LIGHTLOOP_SINGLE_PASS"; } }; //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- [GenerateHLSL] public enum ShadowType { Spot, Directional, Point }; // TODO: we may have to add various parameters here for shadow // A point light is 6x PunctualShadowData [GenerateHLSL] public struct PunctualShadowData { // World to ShadowMap matrix // Include scale and bias for shadow atlas if any public Matrix4x4 worldToShadow; public ShadowType shadowType; public float bias; public float quality; public Vector2 unused; }; }