// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs. Please don't edit by hand. // #ifndef TILEPASS_CS_HLSL #define TILEPASS_CS_HLSL // // UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeType: static fields // #define LIGHTVOLUMETYPE_CONE (0) #define LIGHTVOLUMETYPE_SPHERE (1) #define LIGHTVOLUMETYPE_BOX (2) #define LIGHTVOLUMETYPE_COUNT (3) // // UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightCategory: static fields // #define LIGHTCATEGORY_PUNCTUAL (0) #define LIGHTCATEGORY_AREA (1) #define LIGHTCATEGORY_ENV (2) #define LIGHTCATEGORY_COUNT (3) // // UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightDefinitions: static fields // #define MAX_NR_LIGHTS_PER_CAMERA (1024) #define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512) #define VIEWPORT_SCALE_Z (1) #define USE_LEFTHAND_CAMERASPACE (0) #define IS_CIRCULAR_SPOT_SHAPE (1) #define HAS_COOKIE_TEXTURE (2) #define IS_BOX_PROJECTED (4) #define HAS_SHADOW (8) // Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightBound // PackingRules = Exact struct SFiniteLightBound { float3 boxAxisX; float3 boxAxisY; float3 boxAxisZ; float3 center; float2 scaleXY; float radius; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeData // PackingRules = Exact struct LightVolumeData { float3 lightPos; uint lightVolume; float3 lightAxisX; uint lightCategory; float3 lightAxisY; float radiusSq; float3 lightAxisZ; float cotan; float3 boxInnerDist; float unused; float3 boxInvRange; float unused2; }; // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightBound // float3 GetBoxAxisX(SFiniteLightBound value) { return value.boxAxisX; } float3 GetBoxAxisY(SFiniteLightBound value) { return value.boxAxisY; } float3 GetBoxAxisZ(SFiniteLightBound value) { return value.boxAxisZ; } float3 GetCenter(SFiniteLightBound value) { return value.center; } float2 GetScaleXY(SFiniteLightBound value) { return value.scaleXY; } float GetRadius(SFiniteLightBound value) { return value.radius; } // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeData // float3 GetLightPos(LightVolumeData value) { return value.lightPos; } uint GetLightVolume(LightVolumeData value) { return value.lightVolume; } float3 GetLightAxisX(LightVolumeData value) { return value.lightAxisX; } uint GetLightCategory(LightVolumeData value) { return value.lightCategory; } float3 GetLightAxisY(LightVolumeData value) { return value.lightAxisY; } float GetRadiusSq(LightVolumeData value) { return value.radiusSq; } float3 GetLightAxisZ(LightVolumeData value) { return value.lightAxisZ; } float GetCotan(LightVolumeData value) { return value.cotan; } float3 GetBoxInnerDist(LightVolumeData value) { return value.boxInnerDist; } float GetUnused(LightVolumeData value) { return value.unused; } float3 GetBoxInvRange(LightVolumeData value) { return value.boxInvRange; } float GetUnused2(LightVolumeData value) { return value.unused2; } #endif