// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs. Please don't edit by hand. // // // UnityEngine.ScriptableRenderLoop.AreaShapeType: static fields // #define AREASHAPETYPE_RECTANGLE (0) #define AREASHAPETYPE_LINE (1) #define AREASHAPETYPE_SPHERE (2) #define AREASHAPETYPE_DISK (3) #define AREASHAPETYPE_HEMISPHERE (4) #define AREASHAPETYPE_CYLINDER (5) // // UnityEngine.ScriptableRenderLoop.EnvShapeType: static fields // #define ENVSHAPETYPE_NONE (0) #define ENVSHAPETYPE_BOX (1) #define ENVSHAPETYPE_SPHERE (2) // Generated from UnityEngine.ScriptableRenderLoop.PunctualLightData // PackingRules = Exact struct PunctualLightData { float3 positionWS; float invSqrAttenuationRadius; float3 color; float useDistanceAttenuation; float3 forward; float diffuseScale; float3 up; float specularScale; float3 right; float shadowDimmer; float angleScale; float angleOffset; float2 unused2; }; // Generated from UnityEngine.ScriptableRenderLoop.AreaLightData // PackingRules = Exact struct AreaLightData { float3 positionWS; float invSqrAttenuationRadius; float3 color; int shapeType; float3 forward; float diffuseScale; float3 up; float specularScale; float3 right; float shadowDimmer; float2 size; float twoSided; float unused; }; // Generated from UnityEngine.ScriptableRenderLoop.EnvLightData // PackingRules = Exact struct EnvLightData { float3 positionWS; int envShapeType; float3 forward; float unused2; float3 up; float blendDistance; float3 right; int sliceIndex; float3 innerDistance; float unused0; float3 offsetLS; float unused1; }; // Generated from UnityEngine.ScriptableRenderLoop.PlanarLightData // PackingRules = Exact struct PlanarLightData { float3 positionWS; }; // // Accessors for UnityEngine.ScriptableRenderLoop.PunctualLightData // float3 GetPositionWS(PunctualLightData value) { return value.positionWS; } float GetInvSqrAttenuationRadius(PunctualLightData value) { return value.invSqrAttenuationRadius; } float3 GetColor(PunctualLightData value) { return value.color; } float GetUseDistanceAttenuation(PunctualLightData value) { return value.useDistanceAttenuation; } float3 GetForward(PunctualLightData value) { return value.forward; } float GetDiffuseScale(PunctualLightData value) { return value.diffuseScale; } float3 GetUp(PunctualLightData value) { return value.up; } float GetSpecularScale(PunctualLightData value) { return value.specularScale; } float3 GetRight(PunctualLightData value) { return value.right; } float GetShadowDimmer(PunctualLightData value) { return value.shadowDimmer; } float GetAngleScale(PunctualLightData value) { return value.angleScale; } float GetAngleOffset(PunctualLightData value) { return value.angleOffset; } float2 GetUnused2(PunctualLightData value) { return value.unused2; } // // Accessors for UnityEngine.ScriptableRenderLoop.AreaLightData // float3 GetPositionWS(AreaLightData value) { return value.positionWS; } float GetInvSqrAttenuationRadius(AreaLightData value) { return value.invSqrAttenuationRadius; } float3 GetColor(AreaLightData value) { return value.color; } int GetShapeType(AreaLightData value) { return value.shapeType; } float3 GetForward(AreaLightData value) { return value.forward; } float GetDiffuseScale(AreaLightData value) { return value.diffuseScale; } float3 GetUp(AreaLightData value) { return value.up; } float GetSpecularScale(AreaLightData value) { return value.specularScale; } float3 GetRight(AreaLightData value) { return value.right; } float GetShadowDimmer(AreaLightData value) { return value.shadowDimmer; } float2 GetSize(AreaLightData value) { return value.size; } float GetTwoSided(AreaLightData value) { return value.twoSided; } float GetUnused(AreaLightData value) { return value.unused; } // // Accessors for UnityEngine.ScriptableRenderLoop.EnvLightData // float3 GetPositionWS(EnvLightData value) { return value.positionWS; } int GetEnvShapeType(EnvLightData value) { return value.envShapeType; } float3 GetForward(EnvLightData value) { return value.forward; } float GetUnused2(EnvLightData value) { return value.unused2; } float3 GetUp(EnvLightData value) { return value.up; } float GetBlendDistance(EnvLightData value) { return value.blendDistance; } float3 GetRight(EnvLightData value) { return value.right; } int GetSliceIndex(EnvLightData value) { return value.sliceIndex; } float3 GetInnerDistance(EnvLightData value) { return value.innerDistance; } float GetUnused0(EnvLightData value) { return value.unused0; } float3 GetOffsetLS(EnvLightData value) { return value.offsetLS; } float GetUnused1(EnvLightData value) { return value.unused1; } // // Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData // float3 GetPositionWS(PlanarLightData value) { return value.positionWS; }