using UnityEngine; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public static class PerFrameBuffer { public static int _GlossyEnvironmentColor; public static int _SubtractiveShadowColor; } public static class PerCameraBuffer { public static int _MainLightPosition; public static int _MainLightColor; public static int _MainLightDistanceAttenuation; public static int _MainLightSpotDir; public static int _MainLightSpotAttenuation; public static int _MainLightCookie; public static int _WorldToLight; public static int _AdditionalLightCount; public static int _AdditionalLightPosition; public static int _AdditionalLightColor; public static int _AdditionalLightDistanceAttenuation; public static int _AdditionalLightSpotDir; public static int _AdditionalLightSpotAttenuation; } public static class ShadowConstantBuffer { public static int _WorldToShadow; public static int _ShadowData; public static int _DirShadowSplitSpheres; public static int _DirShadowSplitSphereRadii; public static int _ShadowOffset0; public static int _ShadowOffset1; public static int _ShadowOffset2; public static int _ShadowOffset3; public static int _ShadowmapSize; public static int _FrustumCorners; } }