// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand. // #ifndef SINGLEPASS_CS_HLSL #define SINGLEPASS_CS_HLSL // // UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields // #define SHADOWTYPE_SPOT (0) #define SHADOWTYPE_DIRECTIONAL (1) #define SHADOWTYPE_POINT (2) // Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData // PackingRules = Exact struct PunctualShadowData { float4x4 worldToShadow; int shadowType; float bias; float quality; float2 unused; }; // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData // float4x4 GetWorldToShadow(PunctualShadowData value) { return value.worldToShadow; } int GetShadowType(PunctualShadowData value) { return value.shadowType; } float GetBias(PunctualShadowData value) { return value.bias; } float GetQuality(PunctualShadowData value) { return value.quality; } float2 GetUnused(PunctualShadowData value) { return value.unused; } #endif