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542 行
12 KiB
542 行
12 KiB
//
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// This file was automatically generated. Please don't edit by hand.
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//
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#ifndef LIGHTDEFINITION_CS_HLSL
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#define LIGHTDEFINITION_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.GPULightType: static fields
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//
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#define GPULIGHTTYPE_DIRECTIONAL (0)
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#define GPULIGHTTYPE_POINT (1)
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#define GPULIGHTTYPE_SPOT (2)
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#define GPULIGHTTYPE_PROJECTOR_PYRAMID (3)
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#define GPULIGHTTYPE_PROJECTOR_BOX (4)
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#define GPULIGHTTYPE_LINE (5)
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#define GPULIGHTTYPE_RECTANGLE (6)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.GPUImageBasedLightingType: static fields
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//
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#define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0)
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#define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.EnvShapeType: static fields
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//
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#define ENVSHAPETYPE_NONE (0)
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#define ENVSHAPETYPE_BOX (1)
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#define ENVSHAPETYPE_SPHERE (2)
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#define ENVSHAPETYPE_SKY (3)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields
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//
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#define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.EnvCacheType: static fields
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//
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#define ENVCACHETYPE_TEXTURE2D (0)
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#define ENVCACHETYPE_CUBEMAP (1)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.StencilLightingUsage: static fields
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//
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#define STENCILLIGHTINGUSAGE_NO_LIGHTING (0)
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#define STENCILLIGHTINGUSAGE_SPLIT_LIGHTING (1)
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#define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
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// PackingRules = Exact
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struct DirectionalLightData
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{
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float3 positionWS;
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int tileCookie;
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float3 color;
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int shadowIndex;
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float3 forward;
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int cookieIndex;
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float3 right;
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float specularScale;
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float3 up;
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float diffuseScale;
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float2 fadeDistanceScaleAndBias;
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float unused0;
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int dynamicShadowCasterOnly;
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float4 shadowMaskSelector;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData
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// PackingRules = Exact
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struct LightData
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{
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float3 positionWS;
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float invSqrAttenuationRadius;
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float3 color;
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int shadowIndex;
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float3 forward;
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int cookieIndex;
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float3 right;
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float specularScale;
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float3 up;
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float diffuseScale;
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float angleScale;
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float angleOffset;
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float shadowDimmer;
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int dynamicShadowCasterOnly;
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float4 shadowMaskSelector;
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float2 size;
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int lightType;
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float minRoughness;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
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// PackingRules = Exact
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struct EnvLightData
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{
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float capturePositionWSX;
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float capturePositionWSY;
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float capturePositionWSZ;
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int influenceShapeType;
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float proxyExtentsX;
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float proxyExtentsY;
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float proxyExtentsZ;
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float minProjectionDistance;
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float proxyPositionWSX;
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float proxyPositionWSY;
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float proxyPositionWSZ;
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float proxyForwardX;
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float proxyForwardY;
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float proxyForwardZ;
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float proxyUpX;
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float proxyUpY;
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float proxyUpZ;
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float proxyRightX;
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float proxyRightY;
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float proxyRightZ;
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float influencePositionWSX;
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float influencePositionWSY;
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float influencePositionWSZ;
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float influenceForwardX;
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float influenceForwardY;
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float influenceForwardZ;
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float influenceUpX;
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float influenceUpY;
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float influenceUpZ;
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float influenceRightX;
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float influenceRightY;
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float influenceRightZ;
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float influenceExtentsX;
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float influenceExtentsY;
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float influenceExtentsZ;
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float unused00;
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float blendDistancePositiveX;
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float blendDistancePositiveY;
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float blendDistancePositiveZ;
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float blendDistanceNegativeX;
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float blendDistanceNegativeY;
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float blendDistanceNegativeZ;
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float blendNormalDistancePositiveX;
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float blendNormalDistancePositiveY;
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float blendNormalDistancePositiveZ;
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float blendNormalDistanceNegativeX;
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float blendNormalDistanceNegativeY;
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float blendNormalDistanceNegativeZ;
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float boxSideFadePositiveX;
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float boxSideFadePositiveY;
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float boxSideFadePositiveZ;
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float boxSideFadeNegativeX;
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float boxSideFadeNegativeY;
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float boxSideFadeNegativeZ;
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float dimmer;
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float unused01;
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float sampleDirectionDiscardWSX;
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float sampleDirectionDiscardWSY;
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float sampleDirectionDiscardWSZ;
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int envIndex;
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};
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//
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// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
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//
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float3 GetPositionWS(DirectionalLightData value)
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{
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return value.positionWS;
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}
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int GetTileCookie(DirectionalLightData value)
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{
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return value.tileCookie;
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}
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float3 GetColor(DirectionalLightData value)
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{
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return value.color;
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}
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int GetShadowIndex(DirectionalLightData value)
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{
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return value.shadowIndex;
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}
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float3 GetForward(DirectionalLightData value)
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{
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return value.forward;
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}
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int GetCookieIndex(DirectionalLightData value)
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{
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return value.cookieIndex;
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}
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float3 GetRight(DirectionalLightData value)
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{
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return value.right;
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}
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float GetSpecularScale(DirectionalLightData value)
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{
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return value.specularScale;
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}
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float3 GetUp(DirectionalLightData value)
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{
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return value.up;
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}
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float GetDiffuseScale(DirectionalLightData value)
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{
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return value.diffuseScale;
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}
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float2 GetFadeDistanceScaleAndBias(DirectionalLightData value)
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{
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return value.fadeDistanceScaleAndBias;
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}
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float GetUnused0(DirectionalLightData value)
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{
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return value.unused0;
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}
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int GetDynamicShadowCasterOnly(DirectionalLightData value)
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{
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return value.dynamicShadowCasterOnly;
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}
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float4 GetShadowMaskSelector(DirectionalLightData value)
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{
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return value.shadowMaskSelector;
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}
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//
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// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightData
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//
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float3 GetPositionWS(LightData value)
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{
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return value.positionWS;
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}
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float GetInvSqrAttenuationRadius(LightData value)
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{
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return value.invSqrAttenuationRadius;
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}
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float3 GetColor(LightData value)
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{
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return value.color;
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}
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int GetShadowIndex(LightData value)
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{
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return value.shadowIndex;
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}
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float3 GetForward(LightData value)
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{
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return value.forward;
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}
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int GetCookieIndex(LightData value)
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{
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return value.cookieIndex;
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}
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float3 GetRight(LightData value)
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{
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return value.right;
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}
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float GetSpecularScale(LightData value)
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{
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return value.specularScale;
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}
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float3 GetUp(LightData value)
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{
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return value.up;
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}
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float GetDiffuseScale(LightData value)
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{
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return value.diffuseScale;
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}
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float GetAngleScale(LightData value)
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{
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return value.angleScale;
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}
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float GetAngleOffset(LightData value)
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{
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return value.angleOffset;
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}
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float GetShadowDimmer(LightData value)
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{
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return value.shadowDimmer;
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}
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int GetDynamicShadowCasterOnly(LightData value)
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{
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return value.dynamicShadowCasterOnly;
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}
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float4 GetShadowMaskSelector(LightData value)
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{
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return value.shadowMaskSelector;
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}
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float2 GetSize(LightData value)
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{
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return value.size;
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}
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int GetLightType(LightData value)
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{
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return value.lightType;
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}
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float GetMinRoughness(LightData value)
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{
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return value.minRoughness;
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}
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//
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// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
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//
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float GetCapturePositionWSX(EnvLightData value)
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{
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return value.capturePositionWSX;
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}
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float GetCapturePositionWSY(EnvLightData value)
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{
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return value.capturePositionWSY;
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}
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float GetCapturePositionWSZ(EnvLightData value)
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{
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return value.capturePositionWSZ;
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}
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int GetInfluenceShapeType(EnvLightData value)
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{
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return value.influenceShapeType;
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}
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float GetProxyExtentsX(EnvLightData value)
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{
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return value.proxyExtentsX;
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}
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float GetProxyExtentsY(EnvLightData value)
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{
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return value.proxyExtentsY;
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}
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float GetProxyExtentsZ(EnvLightData value)
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{
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return value.proxyExtentsZ;
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}
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float GetMinProjectionDistance(EnvLightData value)
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{
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return value.minProjectionDistance;
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}
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float GetProxyPositionWSX(EnvLightData value)
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{
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return value.proxyPositionWSX;
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}
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float GetProxyPositionWSY(EnvLightData value)
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{
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return value.proxyPositionWSY;
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}
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float GetProxyPositionWSZ(EnvLightData value)
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{
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return value.proxyPositionWSZ;
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}
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float GetProxyForwardX(EnvLightData value)
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{
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return value.proxyForwardX;
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}
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float GetProxyForwardY(EnvLightData value)
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{
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return value.proxyForwardY;
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}
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float GetProxyForwardZ(EnvLightData value)
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{
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return value.proxyForwardZ;
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}
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float GetProxyUpX(EnvLightData value)
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{
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return value.proxyUpX;
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}
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float GetProxyUpY(EnvLightData value)
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{
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return value.proxyUpY;
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}
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float GetProxyUpZ(EnvLightData value)
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{
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return value.proxyUpZ;
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}
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float GetProxyRightX(EnvLightData value)
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{
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return value.proxyRightX;
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}
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float GetProxyRightY(EnvLightData value)
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{
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return value.proxyRightY;
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}
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float GetProxyRightZ(EnvLightData value)
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{
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return value.proxyRightZ;
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}
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float GetInfluencePositionWSX(EnvLightData value)
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{
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return value.influencePositionWSX;
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}
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float GetInfluencePositionWSY(EnvLightData value)
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{
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return value.influencePositionWSY;
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}
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float GetInfluencePositionWSZ(EnvLightData value)
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{
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return value.influencePositionWSZ;
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}
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float GetInfluenceForwardX(EnvLightData value)
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{
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return value.influenceForwardX;
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}
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float GetInfluenceForwardY(EnvLightData value)
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{
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return value.influenceForwardY;
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}
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float GetInfluenceForwardZ(EnvLightData value)
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{
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return value.influenceForwardZ;
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}
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float GetInfluenceUpX(EnvLightData value)
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{
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return value.influenceUpX;
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}
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float GetInfluenceUpY(EnvLightData value)
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{
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return value.influenceUpY;
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}
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float GetInfluenceUpZ(EnvLightData value)
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{
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return value.influenceUpZ;
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}
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float GetInfluenceRightX(EnvLightData value)
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{
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return value.influenceRightX;
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}
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float GetInfluenceRightY(EnvLightData value)
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{
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return value.influenceRightY;
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}
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float GetInfluenceRightZ(EnvLightData value)
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{
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return value.influenceRightZ;
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}
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float GetInfluenceExtentsX(EnvLightData value)
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{
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return value.influenceExtentsX;
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}
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float GetInfluenceExtentsY(EnvLightData value)
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{
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return value.influenceExtentsY;
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}
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float GetInfluenceExtentsZ(EnvLightData value)
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{
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return value.influenceExtentsZ;
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}
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float GetUnused00(EnvLightData value)
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{
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return value.unused00;
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}
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float GetBlendDistancePositiveX(EnvLightData value)
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{
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return value.blendDistancePositiveX;
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}
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float GetBlendDistancePositiveY(EnvLightData value)
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{
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return value.blendDistancePositiveY;
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}
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float GetBlendDistancePositiveZ(EnvLightData value)
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{
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return value.blendDistancePositiveZ;
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}
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float GetBlendDistanceNegativeX(EnvLightData value)
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{
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return value.blendDistanceNegativeX;
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}
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float GetBlendDistanceNegativeY(EnvLightData value)
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{
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return value.blendDistanceNegativeY;
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}
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float GetBlendDistanceNegativeZ(EnvLightData value)
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{
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return value.blendDistanceNegativeZ;
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}
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float GetBlendNormalDistancePositiveX(EnvLightData value)
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{
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return value.blendNormalDistancePositiveX;
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}
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float GetBlendNormalDistancePositiveY(EnvLightData value)
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{
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return value.blendNormalDistancePositiveY;
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}
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float GetBlendNormalDistancePositiveZ(EnvLightData value)
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{
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return value.blendNormalDistancePositiveZ;
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}
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float GetBlendNormalDistanceNegativeX(EnvLightData value)
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{
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return value.blendNormalDistanceNegativeX;
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}
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float GetBlendNormalDistanceNegativeY(EnvLightData value)
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{
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return value.blendNormalDistanceNegativeY;
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}
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float GetBlendNormalDistanceNegativeZ(EnvLightData value)
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{
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return value.blendNormalDistanceNegativeZ;
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}
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float GetBoxSideFadePositiveX(EnvLightData value)
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{
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return value.boxSideFadePositiveX;
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}
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float GetBoxSideFadePositiveY(EnvLightData value)
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{
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return value.boxSideFadePositiveY;
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}
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float GetBoxSideFadePositiveZ(EnvLightData value)
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{
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return value.boxSideFadePositiveZ;
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}
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float GetBoxSideFadeNegativeX(EnvLightData value)
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{
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return value.boxSideFadeNegativeX;
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}
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float GetBoxSideFadeNegativeY(EnvLightData value)
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{
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return value.boxSideFadeNegativeY;
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}
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float GetBoxSideFadeNegativeZ(EnvLightData value)
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{
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return value.boxSideFadeNegativeZ;
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}
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float GetDimmer(EnvLightData value)
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{
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return value.dimmer;
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}
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float GetUnused01(EnvLightData value)
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{
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return value.unused01;
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}
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float GetSampleDirectionDiscardWSX(EnvLightData value)
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{
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return value.sampleDirectionDiscardWSX;
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}
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float GetSampleDirectionDiscardWSY(EnvLightData value)
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{
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return value.sampleDirectionDiscardWSY;
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}
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float GetSampleDirectionDiscardWSZ(EnvLightData value)
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{
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return value.sampleDirectionDiscardWSZ;
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}
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int GetEnvIndex(EnvLightData value)
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{
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return value.envIndex;
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}
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#endif
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#include "LightDefinition.cs.custom.hlsl"
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