using UnityEngine; [UnityEngine.ScriptableRenderLoop.GenerateHLSL] public struct SFiniteLightData { // setup constant buffer public float penumbra; public int flags; public uint lightType; public uint lightModel; // DIRECT_LIGHT=0, REFLECTION_LIGHT=1 public Vector3 lightPos; public float lightIntensity; public Vector3 lightAxisX; public float recipRange; public Vector3 lightAxisY; public float radiusSq; public Vector3 lightAxisZ; // spot +Z axis public float cotan; public Vector3 color; public int sliceIndex; public Vector3 boxInnerDist; public float decodeExp; public Vector3 boxInvRange; public uint shadowLightIndex; public Vector3 localCubeCapturePoint; public float probeBlendDistance; }; [UnityEngine.ScriptableRenderLoop.GenerateHLSL] public struct SFiniteLightBound { public Vector3 boxAxisX; public Vector3 boxAxisY; public Vector3 boxAxisZ; public Vector3 center; // a center in camera space inside the bounding volume of the light source. public Vector2 scaleXY; public float radius; }; [UnityEngine.ScriptableRenderLoop.GenerateHLSL] public struct DirectionalLight { public Vector3 color; public float intensity; public Vector3 lightAxisX; public uint shadowLightIndex; public Vector3 lightAxisY; public float pad0; public Vector3 lightAxisZ; public float pad1; }; [UnityEngine.ScriptableRenderLoop.GenerateHLSL] public class LightDefinitions { public static int MAX_NR_LIGHTS_PER_CAMERA = 1024; public static float VIEWPORT_SCALE_Z = 1.0f; // flags public static int IS_CIRCULAR_SPOT_SHAPE = 1; public static int HAS_COOKIE_TEXTURE = 2; public static int IS_BOX_PROJECTED = 4; public static int HAS_SHADOW = 8; // types public static int MAX_TYPES = 3; public static int SPOT_LIGHT = 0; public static int SPHERE_LIGHT = 1; public static int BOX_LIGHT = 2; public static int DIRECTIONAL_LIGHT = 3; // direct lights and reflection probes for now public static int NR_LIGHT_MODELS = 2; public static int DIRECT_LIGHT = 0; public static int REFLECTION_LIGHT = 1; }