您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
50 行
1.0 KiB
50 行
1.0 KiB
//
|
|
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand.
|
|
//
|
|
|
|
#ifndef SINGLEPASS_CS_HLSL
|
|
#define SINGLEPASS_CS_HLSL
|
|
//
|
|
// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields
|
|
//
|
|
#define SHADOWTYPE_SPOT (0)
|
|
#define SHADOWTYPE_DIRECTIONAL (1)
|
|
#define SHADOWTYPE_POINT (2)
|
|
|
|
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData
|
|
// PackingRules = Exact
|
|
struct PunctualShadowData
|
|
{
|
|
float4x4 worldToShadow;
|
|
int shadowType;
|
|
float bias;
|
|
float quality;
|
|
float2 unused;
|
|
};
|
|
|
|
//
|
|
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData
|
|
//
|
|
float4x4 GetWorldToShadow(PunctualShadowData value)
|
|
{
|
|
return value.worldToShadow;
|
|
}
|
|
int GetShadowType(PunctualShadowData value)
|
|
{
|
|
return value.shadowType;
|
|
}
|
|
float GetBias(PunctualShadowData value)
|
|
{
|
|
return value.bias;
|
|
}
|
|
float GetQuality(PunctualShadowData value)
|
|
{
|
|
return value.quality;
|
|
}
|
|
float2 GetUnused(PunctualShadowData value)
|
|
{
|
|
return value.unused;
|
|
}
|
|
|
|
|
|
#endif
|