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//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL
#define LIGHTDEFINITION_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.GPULightType: static fields
//
#define GPULIGHTTYPE_DIRECTIONAL (0)
#define GPULIGHTTYPE_POINT (1)
#define GPULIGHTTYPE_SPOT (2)
#define GPULIGHTTYPE_PROJECTOR_PYRAMID (3)
#define GPULIGHTTYPE_PROJECTOR_BOX (4)
#define GPULIGHTTYPE_LINE (5)
#define GPULIGHTTYPE_RECTANGLE (6)
//
// UnityEngine.Experimental.Rendering.HDPipeline.GPUImageBasedLightingType: static fields
//
#define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0)
#define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1)
//
// UnityEngine.Experimental.Rendering.HDPipeline.EnvShapeType: static fields
//
#define ENVSHAPETYPE_NONE (0)
#define ENVSHAPETYPE_BOX (1)
#define ENVSHAPETYPE_SPHERE (2)
#define ENVSHAPETYPE_SKY (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields
//
#define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6)
//
// UnityEngine.Experimental.Rendering.HDPipeline.EnvCacheType: static fields
//
#define ENVCACHETYPE_TEXTURE2D (0)
#define ENVCACHETYPE_CUBEMAP (1)
//
// UnityEngine.Experimental.Rendering.HDPipeline.StencilLightingUsage: static fields
//
#define STENCILLIGHTINGUSAGE_NO_LIGHTING (0)
#define STENCILLIGHTINGUSAGE_SPLIT_LIGHTING (1)
#define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2)
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
// PackingRules = Exact
struct DirectionalLightData
{
float3 positionWS;
int tileCookie;
float3 color;
int shadowIndex;
float3 forward;
int cookieIndex;
float3 right;
float specularScale;
float3 up;
float diffuseScale;
float2 fadeDistanceScaleAndBias;
float unused0;
int dynamicShadowCasterOnly;
float4 shadowMaskSelector;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData
// PackingRules = Exact
struct LightData
{
float3 positionWS;
float invSqrAttenuationRadius;
float3 color;
int shadowIndex;
float3 forward;
int cookieIndex;
float3 right;
float specularScale;
float3 up;
float diffuseScale;
float angleScale;
float angleOffset;
float shadowDimmer;
int dynamicShadowCasterOnly;
float4 shadowMaskSelector;
float2 size;
int lightType;
float minRoughness;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
// PackingRules = Exact
struct EnvLightData
{
float3 capturePositionWS;
int influenceShapeType;
float3 proxyExtents;
float minProjectionDistance;
float3 proxyPositionWS;
float3 proxyForward;
float3 proxyUp;
float3 proxyRight;
float3 influencePositionWS;
float3 influenceForward;
float3 influenceUp;
float3 influenceRight;
float3 influenceExtents;
float unused00;
float3 blendDistancePositive;
float3 blendDistanceNegative;
float3 blendNormalDistancePositive;
float3 blendNormalDistanceNegative;
float3 boxSideFadePositive;
float3 boxSideFadeNegative;
float weight;
float multiplier;
int envIndex;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
//
float3 GetPositionWS(DirectionalLightData value)
{
return value.positionWS;
}
int GetTileCookie(DirectionalLightData value)
{
return value.tileCookie;
}
float3 GetColor(DirectionalLightData value)
{
return value.color;
}
int GetShadowIndex(DirectionalLightData value)
{
return value.shadowIndex;
}
float3 GetForward(DirectionalLightData value)
{
return value.forward;
}
int GetCookieIndex(DirectionalLightData value)
{
return value.cookieIndex;
}
float3 GetRight(DirectionalLightData value)
{
return value.right;
}
float GetSpecularScale(DirectionalLightData value)
{
return value.specularScale;
}
float3 GetUp(DirectionalLightData value)
{
return value.up;
}
float GetDiffuseScale(DirectionalLightData value)
{
return value.diffuseScale;
}
float2 GetFadeDistanceScaleAndBias(DirectionalLightData value)
{
return value.fadeDistanceScaleAndBias;
}
float GetUnused0(DirectionalLightData value)
{
return value.unused0;
}
int GetDynamicShadowCasterOnly(DirectionalLightData value)
{
return value.dynamicShadowCasterOnly;
}
float4 GetShadowMaskSelector(DirectionalLightData value)
{
return value.shadowMaskSelector;
}
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightData
//
float3 GetPositionWS(LightData value)
{
return value.positionWS;
}
float GetInvSqrAttenuationRadius(LightData value)
{
return value.invSqrAttenuationRadius;
}
float3 GetColor(LightData value)
{
return value.color;
}
int GetShadowIndex(LightData value)
{
return value.shadowIndex;
}
float3 GetForward(LightData value)
{
return value.forward;
}
int GetCookieIndex(LightData value)
{
return value.cookieIndex;
}
float3 GetRight(LightData value)
{
return value.right;
}
float GetSpecularScale(LightData value)
{
return value.specularScale;
}
float3 GetUp(LightData value)
{
return value.up;
}
float GetDiffuseScale(LightData value)
{
return value.diffuseScale;
}
float GetAngleScale(LightData value)
{
return value.angleScale;
}
float GetAngleOffset(LightData value)
{
return value.angleOffset;
}
float GetShadowDimmer(LightData value)
{
return value.shadowDimmer;
}
int GetDynamicShadowCasterOnly(LightData value)
{
return value.dynamicShadowCasterOnly;
}
float4 GetShadowMaskSelector(LightData value)
{
return value.shadowMaskSelector;
}
float2 GetSize(LightData value)
{
return value.size;
}
int GetLightType(LightData value)
{
return value.lightType;
}
float GetMinRoughness(LightData value)
{
return value.minRoughness;
}
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
//
float3 GetCapturePositionWS(EnvLightData value)
{
return value.capturePositionWS;
}
int GetInfluenceShapeType(EnvLightData value)
{
return value.influenceShapeType;
}
float3 GetProxyExtents(EnvLightData value)
{
return value.proxyExtents;
}
float GetMinProjectionDistance(EnvLightData value)
{
return value.minProjectionDistance;
}
float3 GetProxyPositionWS(EnvLightData value)
{
return value.proxyPositionWS;
}
float3 GetProxyForward(EnvLightData value)
{
return value.proxyForward;
}
float3 GetProxyUp(EnvLightData value)
{
return value.proxyUp;
}
float3 GetProxyRight(EnvLightData value)
{
return value.proxyRight;
}
float3 GetInfluencePositionWS(EnvLightData value)
{
return value.influencePositionWS;
}
float3 GetInfluenceForward(EnvLightData value)
{
return value.influenceForward;
}
float3 GetInfluenceUp(EnvLightData value)
{
return value.influenceUp;
}
float3 GetInfluenceRight(EnvLightData value)
{
return value.influenceRight;
}
float3 GetInfluenceExtents(EnvLightData value)
{
return value.influenceExtents;
}
float GetUnused00(EnvLightData value)
{
return value.unused00;
}
float3 GetBlendDistancePositive(EnvLightData value)
{
return value.blendDistancePositive;
}
float3 GetBlendDistanceNegative(EnvLightData value)
{
return value.blendDistanceNegative;
}
float3 GetBlendNormalDistancePositive(EnvLightData value)
{
return value.blendNormalDistancePositive;
}
float3 GetBlendNormalDistanceNegative(EnvLightData value)
{
return value.blendNormalDistanceNegative;
}
float3 GetBoxSideFadePositive(EnvLightData value)
{
return value.boxSideFadePositive;
}
float3 GetBoxSideFadeNegative(EnvLightData value)
{
return value.boxSideFadeNegative;
}
float GetWeight(EnvLightData value)
{
return value.weight;
}
float GetMultiplier(EnvLightData value)
{
return value.multiplier;
}
int GetEnvIndex(EnvLightData value)
{
return value.envIndex;
}
#endif