// // This file was automatically generated. Please don't edit by hand. // #ifndef SHADOWBASE_CS_HLSL #define SHADOWBASE_CS_HLSL // // UnityEngine.Experimental.Rendering.GPUShadowType: static fields // #define GPUSHADOWTYPE_POINT (0) #define GPUSHADOWTYPE_SPOT (1) #define GPUSHADOWTYPE_DIRECTIONAL (2) #define GPUSHADOWTYPE_MAX (3) #define GPUSHADOWTYPE_UNKNOWN (3) #define GPUSHADOWTYPE_ALL (3) // // UnityEngine.Experimental.Rendering.GPUShadowAlgorithm: static fields // #define GPUSHADOWALGORITHM_PCF_1TAP (0) #define GPUSHADOWALGORITHM_PCF_9TAP (1) #define GPUSHADOWALGORITHM_PCF_TENT_3X3 (2) #define GPUSHADOWALGORITHM_PCF_TENT_5X5 (3) #define GPUSHADOWALGORITHM_PCF_TENT_7X7 (4) #define GPUSHADOWALGORITHM_VSM (8) #define GPUSHADOWALGORITHM_EVSM_2 (16) #define GPUSHADOWALGORITHM_EVSM_4 (17) #define GPUSHADOWALGORITHM_MSM_HAM (24) #define GPUSHADOWALGORITHM_MSM_HAUS (25) #define GPUSHADOWALGORITHM_PCSS (32) #define GPUSHADOWALGORITHM_CUSTOM (256) // Generated from UnityEngine.Experimental.Rendering.ShadowData // PackingRules = Exact struct ShadowData { float4 proj; float3 pos; float3 rot0; float3 rot1; float3 rot2; float4 scaleOffset; float4 textureSize; float4 texelSizeRcp; uint id; uint shadowType; uint payloadOffset; float slice; float4 viewBias; float4 normalBias; float edgeTolerance; float3 _pad; float4x4 shadowToWorld; }; // // Accessors for UnityEngine.Experimental.Rendering.ShadowData // float4 GetProj(ShadowData value) { return value.proj; } float3 GetPos(ShadowData value) { return value.pos; } float3 GetRot0(ShadowData value) { return value.rot0; } float3 GetRot1(ShadowData value) { return value.rot1; } float3 GetRot2(ShadowData value) { return value.rot2; } float4 GetScaleOffset(ShadowData value) { return value.scaleOffset; } float4 GetTextureSize(ShadowData value) { return value.textureSize; } float4 GetTexelSizeRcp(ShadowData value) { return value.texelSizeRcp; } uint GetId(ShadowData value) { return value.id; } uint GetShadowType(ShadowData value) { return value.shadowType; } uint GetPayloadOffset(ShadowData value) { return value.payloadOffset; } float GetSlice(ShadowData value) { return value.slice; } float4 GetViewBias(ShadowData value) { return value.viewBias; } float4 GetNormalBias(ShadowData value) { return value.normalBias; } float GetEdgeTolerance(ShadowData value) { return value.edgeTolerance; } float3 Get_pad(ShadowData value) { return value._pad; } float4x4 GetShadowToWorld(ShadowData value) { return value.shadowToWorld; } #endif