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257 行
4.8 KiB
257 行
4.8 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs. Please don't edit by hand.
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//
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//
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// UnityEngine.ScriptableRenderLoop.AreaShapeType: static fields
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//
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#define AREASHAPETYPE_RECTANGLE (0)
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#define AREASHAPETYPE_LINE (1)
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#define AREASHAPETYPE_SPHERE (2)
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#define AREASHAPETYPE_DISK (3)
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#define AREASHAPETYPE_HEMISPHERE (4)
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#define AREASHAPETYPE_CYLINDER (5)
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//
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// UnityEngine.ScriptableRenderLoop.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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// Generated from UnityEngine.ScriptableRenderLoop.PunctualLightData
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// PackingRules = Exact
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struct PunctualLightData
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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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float useDistanceAttenuation;
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float3 forward;
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float diffuseScale;
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float3 up;
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float specularScale;
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float3 right;
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float shadowDimmer;
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float angleScale;
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float angleOffset;
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float2 unused2;
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};
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// Generated from UnityEngine.ScriptableRenderLoop.AreaLightData
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// PackingRules = Exact
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struct AreaLightData
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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 shapeType;
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float3 forward;
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float diffuseScale;
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float3 up;
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float specularScale;
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float3 right;
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float shadowDimmer;
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float2 size;
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float twoSided;
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float unused;
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};
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// Generated from UnityEngine.ScriptableRenderLoop.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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float unused2;
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float3 up;
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float blendDistance;
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float3 right;
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int sliceIndex;
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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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};
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// Generated from UnityEngine.ScriptableRenderLoop.PlanarLightData
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// PackingRules = Exact
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struct PlanarLightData
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{
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float3 positionWS;
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};
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//
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// Accessors for UnityEngine.ScriptableRenderLoop.PunctualLightData
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//
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float3 GetPositionWS(PunctualLightData value)
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{
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return value.positionWS;
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}
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float GetInvSqrAttenuationRadius(PunctualLightData value)
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{
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return value.invSqrAttenuationRadius;
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}
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float3 GetColor(PunctualLightData value)
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{
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return value.color;
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}
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float GetUseDistanceAttenuation(PunctualLightData value)
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{
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return value.useDistanceAttenuation;
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}
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float3 GetForward(PunctualLightData value)
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{
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return value.forward;
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}
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float GetDiffuseScale(PunctualLightData value)
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{
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return value.diffuseScale;
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}
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float3 GetUp(PunctualLightData value)
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{
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return value.up;
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}
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float GetSpecularScale(PunctualLightData value)
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{
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return value.specularScale;
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}
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float3 GetRight(PunctualLightData value)
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{
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return value.right;
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}
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float GetShadowDimmer(PunctualLightData value)
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{
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return value.shadowDimmer;
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}
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float GetAngleScale(PunctualLightData value)
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{
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return value.angleScale;
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}
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float GetAngleOffset(PunctualLightData value)
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{
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return value.angleOffset;
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}
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float2 GetUnused2(PunctualLightData value)
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{
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return value.unused2;
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}
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//
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// Accessors for UnityEngine.ScriptableRenderLoop.AreaLightData
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//
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float3 GetPositionWS(AreaLightData value)
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{
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return value.positionWS;
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}
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float GetInvSqrAttenuationRadius(AreaLightData value)
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{
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return value.invSqrAttenuationRadius;
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}
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float3 GetColor(AreaLightData value)
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{
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return value.color;
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}
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int GetShapeType(AreaLightData value)
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{
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return value.shapeType;
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}
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float3 GetForward(AreaLightData value)
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{
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return value.forward;
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}
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float GetDiffuseScale(AreaLightData value)
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{
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return value.diffuseScale;
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}
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float3 GetUp(AreaLightData value)
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{
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return value.up;
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}
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float GetSpecularScale(AreaLightData value)
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{
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return value.specularScale;
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}
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float3 GetRight(AreaLightData value)
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{
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return value.right;
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}
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float GetShadowDimmer(AreaLightData value)
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{
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return value.shadowDimmer;
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}
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float2 GetSize(AreaLightData value)
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{
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return value.size;
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}
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float GetTwoSided(AreaLightData value)
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{
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return value.twoSided;
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}
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float GetUnused(AreaLightData value)
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{
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return value.unused;
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}
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//
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// Accessors for UnityEngine.ScriptableRenderLoop.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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float GetUnused2(EnvLightData value)
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{
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return value.unused2;
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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 GetBlendDistance(EnvLightData value)
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{
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return value.blendDistance;
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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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int GetSliceIndex(EnvLightData value)
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{
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return value.sliceIndex;
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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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//
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// Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData
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//
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float3 GetPositionWS(PlanarLightData value)
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{
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return value.positionWS;
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}
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