// // 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 { uint lightLayers; float3 positionRWS; float3 color; int cookieIndex; float volumetricDimmer; float3 right; float3 up; float3 forward; int tileCookie; int shadowIndex; int contactShadowIndex; float4 shadowMaskSelector; int nonLightmappedOnly; float diffuseScale; float specularScale; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData // PackingRules = Exact struct LightData { uint lightLayers; float3 positionRWS; float3 color; float rangeAttenuationScale; float rangeAttenuationBias; float angleScale; float angleOffset; int cookieIndex; int lightType; float3 right; float3 up; float3 forward; int shadowIndex; int contactShadowIndex; float shadowDimmer; float4 shadowMaskSelector; int nonLightmappedOnly; float minRoughness; float diffuseScale; float specularScale; float2 size; float volumetricDimmer; }; // Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData // PackingRules = Exact struct EnvLightData { uint lightLayers; float3 capturePositionRWS; int influenceShapeType; float3 proxyExtents; float minProjectionDistance; float3 proxyPositionRWS; float3 proxyForward; float3 proxyUp; float3 proxyRight; float3 influencePositionRWS; 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; int envIndex; }; #endif