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using UnityEngine;
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.ScriptableRenderLoop
{
// These structures share between C# and hlsl need to be align on float4, so we pad them.
[GenerateHLSL]
public struct PunctualLightData
{
public Vector3 positionWS;
public float invSqrAttenuationRadius;
public Vector3 color;
public float useDistanceAttenuation;
public Vector3 forward;
public float diffuseScale;
public Vector3 up;
public float specularScale;
public Vector3 right;
public float shadowDimmer;
public float angleScale;
public float angleOffset;
public Vector2 unused2;
};
[GenerateHLSL]
public enum AreaShapeType
{
Rectangle,
Line,
// Currently not supported in real time (just use for reference)
Sphere,
Disk,
Hemisphere,
Cylinder
};
[GenerateHLSL]
public struct AreaLightData
{
public Vector3 positionWS;
public float invSqrAttenuationRadius;
public Vector3 color;
public AreaShapeType shapeType;
public Vector3 forward;
public float diffuseScale;
public Vector3 up;
public float specularScale;
public Vector3 right;
public float shadowDimmer;
public Vector2 size;
public float twoSided;
public float unused;
};
[GenerateHLSL]
public enum EnvShapeType
{
None,
Box,
Sphere
};
[GenerateHLSL]
public struct EnvLightData
{
public Vector3 positionWS;
public EnvShapeType envShapeType;
public Vector3 forward;
public float unused2;
public Vector3 up;
public float blendDistance; // blend transition outside the volume
public Vector3 right;
public int sliceIndex;
public Vector3 innerDistance; // equivalent to volume scale
public float unused0;
public Vector3 offsetLS;
public float unused1;
};
[GenerateHLSL]
public struct PlanarLightData
{
public Vector3 positionWS;
};
} // namespace UnityEngine.ScriptableRenderLoop