// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs. Please don't edit by hand. // // 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; }; // Generated from UnityEngine.ScriptableRenderLoop.EnvLightData // PackingRules = Exact struct EnvLightData { float3 positionWS; }; // 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; } // // Accessors for UnityEngine.ScriptableRenderLoop.EnvLightData // float3 GetPositionWS(EnvLightData value) { return value.positionWS; } // // Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData // float3 GetPositionWS(PlanarLightData value) { return value.positionWS; }