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68 行
2.2 KiB
68 行
2.2 KiB
#ifdef SHADER_VARIABLES_INCLUDE_CB
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#define MAX_ENV2D_LIGHT 32
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uint _DirectionalLightCount;
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uint _PunctualLightCount;
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uint _AreaLightCount;
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uint _EnvLightCount;
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uint _EnvProxyCount;
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int _EnvLightSkyEnabled; // TODO: make it a bool
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uint _NumTileFtplX;
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uint _NumTileFtplY;
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// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
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// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
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//#ifdef USE_CLUSTERED_LIGHTLIST
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float4x4 g_mInvScrProjection; // TODO: remove, unused in HDRP
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float g_fClustScale;
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float g_fClustBase;
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float g_fNearPlane;
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float g_fFarPlane;
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int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
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uint g_isLogBaseBufferEnabled;
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//#endif
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//#ifdef USE_CLUSTERED_LIGHTLIST
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uint _NumTileClusteredX;
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uint _NumTileClusteredY;
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float4x4 _Env2DCaptureVP[MAX_ENV2D_LIGHT];
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#else
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#include "HDRP/Lighting/LightDefinition.cs.hlsl"
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#include "CoreRP/Shadow/ShadowBase.cs.hlsl"
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StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
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StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
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//#endif
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#ifdef USE_INDIRECT
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StructuredBuffer<uint> g_TileFeatureFlags;
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#endif
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StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
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StructuredBuffer<LightData> _LightDatas;
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StructuredBuffer<EnvLightData> _EnvLightDatas;
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StructuredBuffer<ShadowData> _ShadowDatas;
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// Used by directional and spot lights
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TEXTURE2D_ARRAY(_CookieTextures);
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// Used by point lights
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TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures);
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// Use texture array for reflection (or LatLong 2D array for mobile)
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TEXTURECUBE_ARRAY_ABSTRACT(_EnvCubemapTextures);
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TEXTURE2D_ARRAY(_Env2DTextures);
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// XRTODO: Need to stereo-ize access
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TEXTURE2D(_DeferredShadowTexture);
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#endif
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