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using UnityEngine;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public static class PerFrameBuffer
{
public static int _GlossyEnvironmentColor;
public static int _SubtractiveShadowColor;
}
public static class PerCameraBuffer
{
public static int _MainLightPosition;
public static int _MainLightColor;
public static int _MainLightCookie;
public static int _WorldToLight;
public static int _AdditionalLightCount;
public static int _AdditionalLightPosition;
public static int _AdditionalLightColor;
public static int _AdditionalLightDistanceAttenuation;
public static int _AdditionalLightSpotDir;
public static int _AdditionalLightSpotAttenuation;
public static int _LightIndexBuffer;
public static int _ScaledScreenParams;
}
public static class DirectionalShadowConstantBuffer
{
public static int _WorldToShadow;
public static int _ShadowData;
public static int _DirShadowSplitSpheres;
public static int _DirShadowSplitSphereRadii;
public static int _ShadowOffset0;
public static int _ShadowOffset1;
public static int _ShadowOffset2;
public static int _ShadowOffset3;
public static int _ShadowmapSize;
}
public static class LocalShadowConstantBuffer
{
public static int _LocalWorldToShadowAtlas;
public static int _LocalShadowStrength;
public static int _LocalShadowOffset0;
public static int _LocalShadowOffset1;
public static int _LocalShadowOffset2;
public static int _LocalShadowOffset3;
public static int _LocalShadowmapSize;
}
}