// // This file was automatically generated. Please don't edit by hand. // #ifndef LIGHTDEFINITION_CS_HLSL #define LIGHTDEFINITION_CS_HLSL // // UnityEngine.Experimental.Rendering.HDPipeline.GPULightType: static fields // #define GPULIGHTTYPE_DIRECTIONAL (0) #define GPULIGHTTYPE_POINT (1) #define GPULIGHTTYPE_SPOT (2) #define GPULIGHTTYPE_PROJECTOR_PYRAMID (3) #define GPULIGHTTYPE_PROJECTOR_BOX (4) #define GPULIGHTTYPE_LINE (5) #define GPULIGHTTYPE_RECTANGLE (6) // // UnityEngine.Experimental.Rendering.HDPipeline.GPUImageBasedLightingType: static fields // #define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0) #define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1) // // UnityEngine.Experimental.Rendering.HDPipeline.EnvShapeType: static fields // #define ENVSHAPETYPE_NONE (0) #define ENVSHAPETYPE_BOX (1) #define ENVSHAPETYPE_SPHERE (2) #define ENVSHAPETYPE_SKY (3) // // UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields // #define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6) // // UnityEngine.Experimental.Rendering.HDPipeline.StencilLightingUsage: static fields // #define STENCILLIGHTINGUSAGE_NO_LIGHTING (0) #define STENCILLIGHTINGUSAGE_SPLIT_LIGHTING (1) #define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2) // Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData // PackingRules = Exact struct DirectionalLightData { float3 positionWS; int tileCookie; float3 color; int shadowIndex; float3 forward; int cookieIndex; float3 right; float specularScale; float3 up; float diffuseScale; float2 fadeDistanceScaleAndBias; float unused0; int dynamicShadowCasterOnly; float4 shadowMaskSelector; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData // PackingRules = Exact struct LightData { float3 positionWS; float invSqrAttenuationRadius; float3 color; int shadowIndex; float3 forward; int cookieIndex; float3 right; float specularScale; float3 up; float diffuseScale; float angleScale; float angleOffset; float shadowDimmer; int dynamicShadowCasterOnly; float4 shadowMaskSelector; float2 size; int lightType; float minRoughness; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData // PackingRules = Exact struct EnvLightData { float3 positionWS; int envShapeType; float3 forward; int envIndex; float3 up; float blendDistance; float3 right; float minProjectionDistance; float3 innerDistance; float unused0; float3 offsetLS; float unused1; }; // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData // float3 GetPositionWS(DirectionalLightData value) { return value.positionWS; } int GetTileCookie(DirectionalLightData value) { return value.tileCookie; } float3 GetColor(DirectionalLightData value) { return value.color; } int GetShadowIndex(DirectionalLightData value) { return value.shadowIndex; } float3 GetForward(DirectionalLightData value) { return value.forward; } int GetCookieIndex(DirectionalLightData value) { return value.cookieIndex; } float3 GetRight(DirectionalLightData value) { return value.right; } float GetSpecularScale(DirectionalLightData value) { return value.specularScale; } float3 GetUp(DirectionalLightData value) { return value.up; } float GetDiffuseScale(DirectionalLightData value) { return value.diffuseScale; } float2 GetFadeDistanceScaleAndBias(DirectionalLightData value) { return value.fadeDistanceScaleAndBias; } float GetUnused0(DirectionalLightData value) { return value.unused0; } int GetDynamicShadowCasterOnly(DirectionalLightData value) { return value.dynamicShadowCasterOnly; } float4 GetShadowMaskSelector(DirectionalLightData value) { return value.shadowMaskSelector; } // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightData // float3 GetPositionWS(LightData value) { return value.positionWS; } float GetInvSqrAttenuationRadius(LightData value) { return value.invSqrAttenuationRadius; } float3 GetColor(LightData value) { return value.color; } int GetShadowIndex(LightData value) { return value.shadowIndex; } float3 GetForward(LightData value) { return value.forward; } int GetCookieIndex(LightData value) { return value.cookieIndex; } float3 GetRight(LightData value) { return value.right; } float GetSpecularScale(LightData value) { return value.specularScale; } float3 GetUp(LightData value) { return value.up; } float GetDiffuseScale(LightData value) { return value.diffuseScale; } float GetAngleScale(LightData value) { return value.angleScale; } float GetAngleOffset(LightData value) { return value.angleOffset; } float GetShadowDimmer(LightData value) { return value.shadowDimmer; } int GetDynamicShadowCasterOnly(LightData value) { return value.dynamicShadowCasterOnly; } float4 GetShadowMaskSelector(LightData value) { return value.shadowMaskSelector; } float2 GetSize(LightData value) { return value.size; } int GetLightType(LightData value) { return value.lightType; } float GetMinRoughness(LightData value) { return value.minRoughness; } // // Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData // float3 GetPositionWS(EnvLightData value) { return value.positionWS; } int GetEnvShapeType(EnvLightData value) { return value.envShapeType; } float3 GetForward(EnvLightData value) { return value.forward; } int GetEnvIndex(EnvLightData value) { return value.envIndex; } float3 GetUp(EnvLightData value) { return value.up; } float GetBlendDistance(EnvLightData value) { return value.blendDistance; } float3 GetRight(EnvLightData value) { return value.right; } float GetMinProjectionDistance(EnvLightData value) { return value.minProjectionDistance; } float3 GetInnerDistance(EnvLightData value) { return value.innerDistance; } float GetUnused0(EnvLightData value) { return value.unused0; } float3 GetOffsetLS(EnvLightData value) { return value.offsetLS; } float GetUnused1(EnvLightData value) { return value.unused1; } #endif