// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs. Please don't edit by hand. // #ifndef LIGHTDEFINITION_CS_HLSL #define LIGHTDEFINITION_CS_HLSL // // UnityEngine.Experimental.ScriptableRenderLoop.GPULightType: static fields // #define GPULIGHTTYPE_DIRECTIONAL (0) #define GPULIGHTTYPE_SPOT (1) #define GPULIGHTTYPE_POINT (2) #define GPULIGHTTYPE_PROJECTOR_ORTHO (3) #define GPULIGHTTYPE_PROJECTOR_PYRAMID (4) #define GPULIGHTTYPE_RECTANGLE (5) #define GPULIGHTTYPE_LINE (6) #define GPULIGHTTYPE_SPHERE (7) #define GPULIGHTTYPE_DISK (8) #define GPULIGHTTYPE_HEMISPHERE (9) #define GPULIGHTTYPE_CYLINDER (10) // // UnityEngine.Experimental.ScriptableRenderLoop.EnvShapeType: static fields // #define ENVSHAPETYPE_NONE (0) #define ENVSHAPETYPE_BOX (1) #define ENVSHAPETYPE_SPHERE (2) #define ENVSHAPETYPE_SKY (3) // // UnityEngine.Experimental.ScriptableRenderLoop.EnvConstants: static fields // #define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6) // Generated from UnityEngine.Experimental.ScriptableRenderLoop.LightData // PackingRules = Exact struct LightData { float3 positionWS; float invSqrAttenuationRadius; float3 color; float angleScale; float3 forward; float angleOffset; float3 up; float diffuseScale; float3 right; float specularScale; float shadowDimmer; int shadowIndex; int IESIndex; int cookieIndex; int lightType; float2 size; bool twoSided; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.DirectionalLightData // PackingRules = Exact struct DirectionalLightData { float3 direction; float diffuseScale; float3 color; float specularScale; float cosAngle; float sinAngle; int shadowIndex; float unused; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData // PackingRules = Exact struct PunctualShadowData { float4x4 worldToShadow; int lightType; float bias; float quality; float unused; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.DirectionalShadowData // PackingRules = Exact struct DirectionalShadowData { float4x4 worldToShadow; float bias; float quality; float2 unused2; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.EnvLightData // PackingRules = Exact struct EnvLightData { float3 positionWS; int envShapeType; float3 forward; int envIndex; float3 up; float blendDistance; float3 right; int unused0; float3 innerDistance; float unused1; float3 offsetLS; float unused2; }; // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.LightData // float3 GetPositionWS(LightData value) { return value.positionWS; } float GetInvSqrAttenuationRadius(LightData value) { return value.invSqrAttenuationRadius; } float3 GetColor(LightData value) { return value.color; } float GetAngleScale(LightData value) { return value.angleScale; } float3 GetForward(LightData value) { return value.forward; } float GetAngleOffset(LightData value) { return value.angleOffset; } float3 GetUp(LightData value) { return value.up; } float GetDiffuseScale(LightData value) { return value.diffuseScale; } float3 GetRight(LightData value) { return value.right; } float GetSpecularScale(LightData value) { return value.specularScale; } float GetShadowDimmer(LightData value) { return value.shadowDimmer; } int GetShadowIndex(LightData value) { return value.shadowIndex; } int GetIESIndex(LightData value) { return value.IESIndex; } int GetCookieIndex(LightData value) { return value.cookieIndex; } int GetLightType(LightData value) { return value.lightType; } float2 GetSize(LightData value) { return value.size; } bool GetTwoSided(LightData value) { return value.twoSided; } // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.DirectionalLightData // float3 GetDirection(DirectionalLightData value) { return value.direction; } float GetDiffuseScale(DirectionalLightData value) { return value.diffuseScale; } float3 GetColor(DirectionalLightData value) { return value.color; } float GetSpecularScale(DirectionalLightData value) { return value.specularScale; } float GetCosAngle(DirectionalLightData value) { return value.cosAngle; } float GetSinAngle(DirectionalLightData value) { return value.sinAngle; } int GetShadowIndex(DirectionalLightData value) { return value.shadowIndex; } float GetUnused(DirectionalLightData value) { return value.unused; } // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData // float4x4 GetWorldToShadow(PunctualShadowData value) { return value.worldToShadow; } int GetLightType(PunctualShadowData value) { return value.lightType; } float GetBias(PunctualShadowData value) { return value.bias; } float GetQuality(PunctualShadowData value) { return value.quality; } float GetUnused(PunctualShadowData value) { return value.unused; } // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.DirectionalShadowData // float4x4 GetWorldToShadow(DirectionalShadowData value) { return value.worldToShadow; } float GetBias(DirectionalShadowData value) { return value.bias; } float GetQuality(DirectionalShadowData value) { return value.quality; } float2 GetUnused2(DirectionalShadowData value) { return value.unused2; } // // Accessors for UnityEngine.Experimental.ScriptableRenderLoop.EnvLightData // float3 GetPositionWS(EnvLightData value) { return value.positionWS; } int GetEnvShapeType(EnvLightData value) { return value.envShapeType; } float3 GetForward(EnvLightData value) { return value.forward; } int GetEnvIndex(EnvLightData value) { return value.envIndex; } float3 GetUp(EnvLightData value) { return value.up; } float GetBlendDistance(EnvLightData value) { return value.blendDistance; } float3 GetRight(EnvLightData value) { return value.right; } int GetUnused0(EnvLightData value) { return value.unused0; } float3 GetInnerDistance(EnvLightData value) { return value.innerDistance; } float GetUnused1(EnvLightData value) { return value.unused1; } float3 GetOffsetLS(EnvLightData value) { return value.offsetLS; } float GetUnused2(EnvLightData value) { return value.unused2; } #endif