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//
// 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