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 _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 int _LightIndexBuffer; public static int _ScaledScreenParams; } public static class DirectionalShadowConstantBuffer { public static int _WorldToShadow; public static int _ShadowData; public static int _DirShadowSplitSpheres0; public static int _DirShadowSplitSpheres1; public static int _DirShadowSplitSpheres2; public static int _DirShadowSplitSpheres3; 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 class LocalShadowConstantBuffer { public static int _LocalWorldToShadowAtlas; public static int _LocalShadowStrength; public static int _LocalShadowOffset0; public static int _LocalShadowOffset1; public static int _LocalShadowOffset2; public static int _LocalShadowOffset3; public static int _LocalShadowmapSize; } }