// // This file was automatically generated from Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs. Please don't edit by hand. // #ifndef LIGHTDEFINITIONS_CS_HLSL #define LIGHTDEFINITIONS_CS_HLSL // // LightDefinitions: static fields // #define MAX_NR_LIGHTS_PER_CAMERA (1024) #define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512) #define VIEWPORT_SCALE_Z (1) #define TILE_SIZE_CLUSTERED (32) #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) #define MAX_TYPES (3) #define SPOT_LIGHT (0) #define SPHERE_LIGHT (1) #define BOX_LIGHT (2) #define DIRECTIONAL_LIGHT (3) #define NR_LIGHT_MODELS (2) #define DIRECT_LIGHT (0) #define REFLECTION_LIGHT (1) // Generated from SFiniteLightData // PackingRules = Exact struct SFiniteLightData { float penumbra; int flags; uint lightType; uint lightModel; float3 lightPos; float lightIntensity; float3 lightAxisX; float recipRange; float3 lightAxisY; float radiusSq; float3 lightAxisZ; float cotan; float3 color; int sliceIndex; float3 boxInnerDist; float decodeExp; float3 boxInvRange; uint shadowLightIndex; float3 localCubeCapturePoint; float probeBlendDistance; }; // Generated from SFiniteLightBound // PackingRules = Exact struct SFiniteLightBound { float3 boxAxisX; float3 boxAxisY; float3 boxAxisZ; float3 center; float2 scaleXY; float radius; }; // Generated from DirectionalLight // PackingRules = Exact struct DirectionalLight { float3 color; float intensity; float3 lightAxisX; uint shadowLightIndex; float3 lightAxisY; float pad0; float3 lightAxisZ; float pad1; }; // // Accessors for SFiniteLightData // float GetPenumbra(SFiniteLightData value) { return value.penumbra; } int GetFlags(SFiniteLightData value) { return value.flags; } uint GetLightType(SFiniteLightData value) { return value.lightType; } uint GetLightModel(SFiniteLightData value) { return value.lightModel; } float3 GetLightPos(SFiniteLightData value) { return value.lightPos; } float GetLightIntensity(SFiniteLightData value) { return value.lightIntensity; } float3 GetLightAxisX(SFiniteLightData value) { return value.lightAxisX; } float GetRecipRange(SFiniteLightData value) { return value.recipRange; } float3 GetLightAxisY(SFiniteLightData value) { return value.lightAxisY; } float GetRadiusSq(SFiniteLightData value) { return value.radiusSq; } float3 GetLightAxisZ(SFiniteLightData value) { return value.lightAxisZ; } float GetCotan(SFiniteLightData value) { return value.cotan; } float3 GetColor(SFiniteLightData value) { return value.color; } int GetSliceIndex(SFiniteLightData value) { return value.sliceIndex; } float3 GetBoxInnerDist(SFiniteLightData value) { return value.boxInnerDist; } float GetDecodeExp(SFiniteLightData value) { return value.decodeExp; } float3 GetBoxInvRange(SFiniteLightData value) { return value.boxInvRange; } uint GetShadowLightIndex(SFiniteLightData value) { return value.shadowLightIndex; } float3 GetLocalCubeCapturePoint(SFiniteLightData value) { return value.localCubeCapturePoint; } float GetProbeBlendDistance(SFiniteLightData value) { return value.probeBlendDistance; } // // Accessors for 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 DirectionalLight // float3 GetColor(DirectionalLight value) { return value.color; } float GetIntensity(DirectionalLight value) { return value.intensity; } float3 GetLightAxisX(DirectionalLight value) { return value.lightAxisX; } uint GetShadowLightIndex(DirectionalLight value) { return value.shadowLightIndex; } float3 GetLightAxisY(DirectionalLight value) { return value.lightAxisY; } float GetPad0(DirectionalLight value) { return value.pad0; } float3 GetLightAxisZ(DirectionalLight value) { return value.lightAxisZ; } float GetPad1(DirectionalLight value) { return value.pad1; } #endif