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335 行
6.7 KiB
335 行
6.7 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.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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float3 positionWS;
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int envShapeType;
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float3 forward;
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int envIndex;
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float3 up;
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float dimmer;
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float3 right;
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float minProjectionDistance;
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float3 innerDistance;
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float unused0;
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float3 offsetLS;
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float unused1;
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float3 blendDistance;
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float unused2;
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float3 blendDistance2;
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float unused3;
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float3 blendNormalDistance;
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float unused4;
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float3 blendNormalDistance2;
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float unused5;
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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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float3 GetPositionWS(EnvLightData value)
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{
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return value.positionWS;
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}
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int GetEnvShapeType(EnvLightData value)
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{
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return value.envShapeType;
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}
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float3 GetForward(EnvLightData value)
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{
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return value.forward;
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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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float3 GetUp(EnvLightData value)
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{
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return value.up;
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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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float3 GetRight(EnvLightData value)
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{
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return value.right;
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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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float3 GetInnerDistance(EnvLightData value)
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{
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return value.innerDistance;
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}
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float GetUnused0(EnvLightData value)
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{
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return value.unused0;
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}
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float3 GetOffsetLS(EnvLightData value)
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{
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return value.offsetLS;
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}
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float GetUnused1(EnvLightData value)
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{
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return value.unused1;
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}
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float3 GetBlendDistance(EnvLightData value)
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{
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return value.blendDistance;
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}
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float GetUnused2(EnvLightData value)
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{
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return value.unused2;
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}
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float3 GetBlendDistance2(EnvLightData value)
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{
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return value.blendDistance2;
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}
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float GetUnused3(EnvLightData value)
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{
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return value.unused3;
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}
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float3 GetBlendNormalDistance(EnvLightData value)
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{
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return value.blendNormalDistance;
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}
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float GetUnused4(EnvLightData value)
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{
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return value.unused4;
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}
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float3 GetBlendNormalDistance2(EnvLightData value)
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{
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return value.blendNormalDistance2;
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}
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float GetUnused5(EnvLightData value)
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{
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return value.unused5;
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}
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#endif
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