您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

156 行
3.5 KiB

//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
//
#ifndef TILEPASS_CS_HLSL
#define TILEPASS_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightVolumeType: static fields
//
#define LIGHTVOLUMETYPE_CONE (0)
#define LIGHTVOLUMETYPE_SPHERE (1)
#define LIGHTVOLUMETYPE_BOX (2)
#define LIGHTVOLUMETYPE_COUNT (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightCategory: static fields
//
#define LIGHTCATEGORY_PUNCTUAL (0)
#define LIGHTCATEGORY_AREA (1)
#define LIGHTCATEGORY_ENV (2)
#define LIGHTCATEGORY_COUNT (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightFeatureFlags: static fields
//
#define LIGHTFEATUREFLAGS_PUNCTUAL (256)
#define LIGHTFEATUREFLAGS_AREA (512)
#define LIGHTFEATUREFLAGS_DIRECTIONAL (1024)
#define LIGHTFEATUREFLAGS_ENV (2048)
#define LIGHTFEATUREFLAGS_SKY (4096)
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightDefinitions: static fields
//
#define MAX_NR_LIGHTS_PER_CAMERA (1024)
#define MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE (512)
#define VIEWPORT_SCALE_Z (1)
#define USE_LEFT_HAND_CAMERA_SPACE (1)
#define TILE_SIZE_FPTL (16)
#define TILE_SIZE_CLUSTERED (32)
#define NUM_FEATURE_VARIANTS (26)
#define LIGHT_FEATURE_MASK_FLAGS (65280)
#define MATERIAL_FEATURE_MASK_FLAGS (255)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.TilePass.SFiniteLightBound
// PackingRules = Exact
struct SFiniteLightBound
{
float3 boxAxisX;
float3 boxAxisY;
float3 boxAxisZ;
float3 center;
float2 scaleXY;
float radius;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightVolumeData
// PackingRules = Exact
struct LightVolumeData
{
float3 lightPos;
uint lightVolume;
float3 lightAxisX;
uint lightCategory;
float3 lightAxisY;
float radiusSq;
float3 lightAxisZ;
float cotan;
float3 boxInnerDist;
uint featureFlags;
float3 boxInvRange;
float unused2;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.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.Rendering.HDPipeline.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;
}
uint GetFeatureFlags(LightVolumeData value)
{
return value.featureFlags;
}
float3 GetBoxInvRange(LightVolumeData value)
{
return value.boxInvRange;
}
float GetUnused2(LightVolumeData value)
{
return value.unused2;
}
#endif