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//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
//
#ifndef TILEPASS_CS_HLSL
#define TILEPASS_CS_HLSL
//
// UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeType: static fields
//
#define LIGHTVOLUMETYPE_CONE (0)
#define LIGHTVOLUMETYPE_SPHERE (1)
#define LIGHTVOLUMETYPE_BOX (2)
#define LIGHTVOLUMETYPE_COUNT (3)
//
// UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightCategory: static fields
//
#define LIGHTCATEGORY_PUNCTUAL (0)
#define LIGHTCATEGORY_AREA (1)
#define LIGHTCATEGORY_ENV (2)
#define LIGHTCATEGORY_COUNT (3)
//
// UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightDefinitions: static fields
//
#define MAX_NR_LIGHTS_PER_CAMERA (1024)
#define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512)
#define VIEWPORT_SCALE_Z (1)
#define USE_LEFTHAND_CAMERASPACE (0)
#define IS_CIRCULAR_SPOT_SHAPE (1)
#define HAS_COOKIE_TEXTURE (2)
#define IS_BOX_PROJECTED (4)
#define HAS_SHADOW (8)
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightBound
// PackingRules = Exact
struct SFiniteLightBound
{
float3 boxAxisX;
float3 boxAxisY;
float3 boxAxisZ;
float3 center;
float2 scaleXY;
float radius;
};
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeData
// PackingRules = Exact
struct LightVolumeData
{
float3 lightPos;
uint lightVolume;
float3 lightAxisX;
uint lightCategory;
float3 lightAxisY;
float radiusSq;
float3 lightAxisZ;
float cotan;
float3 boxInnerDist;
float unused;
float3 boxInvRange;
float unused2;
};
//
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightBound
//
float3 GetBoxAxisX(SFiniteLightBound value)
{
return value.boxAxisX;
}
float3 GetBoxAxisY(SFiniteLightBound value)
{
return value.boxAxisY;
}
float3 GetBoxAxisZ(SFiniteLightBound value)
{
return value.boxAxisZ;
}
float3 GetCenter(SFiniteLightBound value)
{
return value.center;
}
float2 GetScaleXY(SFiniteLightBound value)
{
return value.scaleXY;
}
float GetRadius(SFiniteLightBound value)
{
return value.radius;
}
//
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightVolumeData
//
float3 GetLightPos(LightVolumeData value)
{
return value.lightPos;
}
uint GetLightVolume(LightVolumeData value)
{
return value.lightVolume;
}
float3 GetLightAxisX(LightVolumeData value)
{
return value.lightAxisX;
}
uint GetLightCategory(LightVolumeData value)
{
return value.lightCategory;
}
float3 GetLightAxisY(LightVolumeData value)
{
return value.lightAxisY;
}
float GetRadiusSq(LightVolumeData value)
{
return value.radiusSq;
}
float3 GetLightAxisZ(LightVolumeData value)
{
return value.lightAxisZ;
}
float GetCotan(LightVolumeData value)
{
return value.cotan;
}
float3 GetBoxInnerDist(LightVolumeData value)
{
return value.boxInnerDist;
}
float GetUnused(LightVolumeData value)
{
return value.unused;
}
float3 GetBoxInvRange(LightVolumeData value)
{
return value.boxInvRange;
}
float GetUnused2(LightVolumeData value)
{
return value.unused2;
}
#endif