// // This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs. Please don't edit by hand. // #ifndef BUILTINDATA_CS_HLSL #define BUILTINDATA_CS_HLSL // // UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData: static fields // #define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) #define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101) #define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (102) #define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY (103) #define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (104) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (105) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (106) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (107) // // UnityEngine.Experimental.ScriptableRenderLoop.Builtin.LighTransportData: static fields // #define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR (120) #define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR (121) // Generated from UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData // PackingRules = Exact struct BuiltinData { float opacity; float3 bakeDiffuseLighting; float3 emissiveColor; float emissiveIntensity; float2 velocity; float2 distortion; float distortionBlur; float depthOffset; }; // Generated from UnityEngine.Experimental.ScriptableRenderLoop.Builtin.LighTransportData // PackingRules = Exact struct LighTransportData { float3 diffuseColor; float3 emissiveColor; }; #endif