// // 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.EnvCacheType: static fields // #define ENVCACHETYPE_TEXTURE2D (0) #define ENVCACHETYPE_CUBEMAP (1) // // 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 capturePositionWS; int influenceShapeType; float3 proxyExtents; float minProjectionDistance; float3 proxyPositionWS; float3 proxyForward; float3 proxyUp; float3 proxyRight; float3 influencePositionWS; float3 influenceForward; float3 influenceUp; float3 influenceRight; float3 influenceExtents; float unused00; float3 blendDistancePositive; float3 blendDistanceNegative; float3 blendNormalDistancePositive; float3 blendNormalDistanceNegative; float3 boxSideFadePositive; float3 boxSideFadeNegative; float weight; float multiplier; float3 sampleDirectionDiscardWS; int envIndex; }; // // 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 GetCapturePositionWS(EnvLightData value) { return value.capturePositionWS; } int GetInfluenceShapeType(EnvLightData value) { return value.influenceShapeType; } float3 GetProxyExtents(EnvLightData value) { return value.proxyExtents; } float GetMinProjectionDistance(EnvLightData value) { return value.minProjectionDistance; } float3 GetProxyPositionWS(EnvLightData value) { return value.proxyPositionWS; } float3 GetProxyForward(EnvLightData value) { return value.proxyForward; } float3 GetProxyUp(EnvLightData value) { return value.proxyUp; } float3 GetProxyRight(EnvLightData value) { return value.proxyRight; } float3 GetInfluencePositionWS(EnvLightData value) { return value.influencePositionWS; } float3 GetInfluenceForward(EnvLightData value) { return value.influenceForward; } float3 GetInfluenceUp(EnvLightData value) { return value.influenceUp; } float3 GetInfluenceRight(EnvLightData value) { return value.influenceRight; } float3 GetInfluenceExtents(EnvLightData value) { return value.influenceExtents; } float GetUnused00(EnvLightData value) { return value.unused00; } float3 GetBlendDistancePositive(EnvLightData value) { return value.blendDistancePositive; } float3 GetBlendDistanceNegative(EnvLightData value) { return value.blendDistanceNegative; } float3 GetBlendNormalDistancePositive(EnvLightData value) { return value.blendNormalDistancePositive; } float3 GetBlendNormalDistanceNegative(EnvLightData value) { return value.blendNormalDistanceNegative; } float3 GetBoxSideFadePositive(EnvLightData value) { return value.boxSideFadePositive; } float3 GetBoxSideFadeNegative(EnvLightData value) { return value.boxSideFadeNegative; } float GetWeight(EnvLightData value) { return value.weight; } float GetMultiplier(EnvLightData value) { return value.multiplier; } float3 GetSampleDirectionDiscardWS(EnvLightData value) { return value.sampleDirectionDiscardWS; } int GetEnvIndex(EnvLightData value) { return value.envIndex; } #endif