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