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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.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;
bool tileCookie;
float3 color;
int shadowIndex;
float3 forward;
int cookieIndex;
float3 right;
float specularScale;
float3 up;
float diffuseScale;
float2 fadeDistanceScaleAndBias;
float unused0;
bool 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;
bool dynamicShadowCasterOnly;
float4 shadowMaskSelector;
float2 size;
int lightType;
float minRoughness;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
// PackingRules = Exact
struct EnvLightData
{
float3 positionWS;
int envShapeType;
float3 forward;
int envIndex;
float3 up;
float blendDistance;
float3 right;
float minProjectionDistance;
float3 innerDistance;
float unused0;
float3 offsetLS;
float unused1;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
//
float3 GetPositionWS(DirectionalLightData value)
{
return value.positionWS;
}
bool 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;
}
bool 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;
}
bool 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 GetPositionWS(EnvLightData value)
{
return value.positionWS;
}
int GetEnvShapeType(EnvLightData value)
{
return value.envShapeType;
}
float3 GetForward(EnvLightData value)
{
return value.forward;
}
int GetEnvIndex(EnvLightData value)
{
return value.envIndex;
}
float3 GetUp(EnvLightData value)
{
return value.up;
}
float GetBlendDistance(EnvLightData value)
{
return value.blendDistance;
}
float3 GetRight(EnvLightData value)
{
return value.right;
}
float GetMinProjectionDistance(EnvLightData value)
{
return value.minProjectionDistance;
}
float3 GetInnerDistance(EnvLightData value)
{
return value.innerDistance;
}
float GetUnused0(EnvLightData value)
{
return value.unused0;
}
float3 GetOffsetLS(EnvLightData value)
{
return value.offsetLS;
}
float GetUnused1(EnvLightData value)
{
return value.unused1;
}
#endif