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//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs. Please don't edit by hand.
//
// Generated from UnityEngine.ScriptableRenderLoop.PunctualLightData
// PackingRules = Exact
struct PunctualLightData
{
float3 positionWS;
float invSqrAttenuationRadius;
float3 color;
float useDistanceAttenuation;
float3 forward;
float diffuseScale;
float3 up;
float specularScale;
float3 right;
float shadowDimmer;
float angleScale;
float angleOffset;
float2 unused2;
};
// Generated from UnityEngine.ScriptableRenderLoop.AreaLightData
// PackingRules = Exact
struct AreaLightData
{
float3 positionWS;
};
// Generated from UnityEngine.ScriptableRenderLoop.EnvLightData
// PackingRules = Exact
struct EnvLightData
{
float3 positionWS;
};
// Generated from UnityEngine.ScriptableRenderLoop.PlanarLightData
// PackingRules = Exact
struct PlanarLightData
{
float3 positionWS;
};
//
// Accessors for UnityEngine.ScriptableRenderLoop.PunctualLightData
//
float3 GetPositionWS(PunctualLightData value)
{
return value.positionWS;
}
float GetInvSqrAttenuationRadius(PunctualLightData value)
{
return value.invSqrAttenuationRadius;
}
float3 GetColor(PunctualLightData value)
{
return value.color;
}
float GetUseDistanceAttenuation(PunctualLightData value)
{
return value.useDistanceAttenuation;
}
float3 GetForward(PunctualLightData value)
{
return value.forward;
}
float GetDiffuseScale(PunctualLightData value)
{
return value.diffuseScale;
}
float3 GetUp(PunctualLightData value)
{
return value.up;
}
float GetSpecularScale(PunctualLightData value)
{
return value.specularScale;
}
float3 GetRight(PunctualLightData value)
{
return value.right;
}
float GetShadowDimmer(PunctualLightData value)
{
return value.shadowDimmer;
}
float GetAngleScale(PunctualLightData value)
{
return value.angleScale;
}
float GetAngleOffset(PunctualLightData value)
{
return value.angleOffset;
}
float2 GetUnused2(PunctualLightData value)
{
return value.unused2;
}
//
// Accessors for UnityEngine.ScriptableRenderLoop.AreaLightData
//
float3 GetPositionWS(AreaLightData value)
{
return value.positionWS;
}
//
// Accessors for UnityEngine.ScriptableRenderLoop.EnvLightData
//
float3 GetPositionWS(EnvLightData value)
{
return value.positionWS;
}
//
// Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData
//
float3 GetPositionWS(PlanarLightData value)
{
return value.positionWS;
}