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310 行
5.8 KiB
310 行
5.8 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs. Please don't edit by hand.
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//
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#ifndef LIGHTDEFINITION_CS_HLSL
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#define LIGHTDEFINITION_CS_HLSL
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//
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// UnityEngine.Experimental.ScriptableRenderLoop.GPULightType: static fields
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//
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#define GPULIGHTTYPE_DIRECTIONAL (0)
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#define GPULIGHTTYPE_SPOT (1)
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#define GPULIGHTTYPE_POINT (2)
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#define GPULIGHTTYPE_PROJECTOR_ORTHO (3)
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#define GPULIGHTTYPE_PROJECTOR_PYRAMID (4)
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#define GPULIGHTTYPE_RECTANGLE (5)
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#define GPULIGHTTYPE_LINE (6)
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#define GPULIGHTTYPE_SPHERE (7)
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#define GPULIGHTTYPE_DISK (8)
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#define GPULIGHTTYPE_HEMISPHERE (9)
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#define GPULIGHTTYPE_CYLINDER (10)
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//
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// UnityEngine.Experimental.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.Experimental.ScriptableRenderLoop.LightData
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// PackingRules = Exact
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struct LightData
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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 angleScale;
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float3 forward;
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float angleOffset;
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float3 up;
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float diffuseScale;
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float3 right;
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float specularScale;
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float shadowDimmer;
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int shadowIndex;
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int IESIndex;
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int cookieIndex;
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int lightType;
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float2 size;
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bool twoSided;
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};
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// Generated from UnityEngine.Experimental.ScriptableRenderLoop.DirectionalLightData
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// PackingRules = Exact
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struct DirectionalLightData
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{
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float3 direction;
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float diffuseScale;
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float3 color;
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float specularScale;
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float cosAngle;
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float sinAngle;
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int shadowIndex;
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float unused;
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};
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// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData
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// PackingRules = Exact
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struct PunctualShadowData
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{
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float4x4 worldToShadow;
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int lightType;
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float bias;
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float quality;
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float unused;
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};
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// Generated from UnityEngine.Experimental.ScriptableRenderLoop.DirectionalShadowData
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// PackingRules = Exact
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struct DirectionalShadowData
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{
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float4x4 worldToShadow;
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float bias;
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float quality;
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float2 unused2;
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};
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// Generated from UnityEngine.Experimental.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 envIndex;
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float3 up;
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float blendDistance;
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float3 right;
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int unused0;
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float3 innerDistance;
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float unused1;
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float3 offsetLS;
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float unused2;
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};
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//
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// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.LightData
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//
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float3 GetPositionWS(LightData value)
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{
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return value.positionWS;
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}
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float GetInvSqrAttenuationRadius(LightData value)
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{
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return value.invSqrAttenuationRadius;
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}
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float3 GetColor(LightData value)
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{
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return value.color;
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}
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float GetAngleScale(LightData value)
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{
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return value.angleScale;
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}
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float3 GetForward(LightData value)
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{
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return value.forward;
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}
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float GetAngleOffset(LightData value)
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{
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return value.angleOffset;
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}
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float3 GetUp(LightData value)
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{
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return value.up;
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}
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float GetDiffuseScale(LightData value)
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{
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return value.diffuseScale;
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}
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float3 GetRight(LightData value)
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{
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return value.right;
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}
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float GetSpecularScale(LightData value)
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{
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return value.specularScale;
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}
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float GetShadowDimmer(LightData value)
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{
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return value.shadowDimmer;
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}
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int GetShadowIndex(LightData value)
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{
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return value.shadowIndex;
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}
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int GetIESIndex(LightData value)
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{
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return value.IESIndex;
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}
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int GetCookieIndex(LightData value)
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{
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return value.cookieIndex;
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}
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int GetLightType(LightData value)
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{
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return value.lightType;
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}
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float2 GetSize(LightData value)
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{
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return value.size;
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}
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bool GetTwoSided(LightData value)
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{
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return value.twoSided;
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}
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//
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// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.DirectionalLightData
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//
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float3 GetDirection(DirectionalLightData value)
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{
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return value.direction;
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}
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float GetDiffuseScale(DirectionalLightData value)
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{
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return value.diffuseScale;
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}
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float3 GetColor(DirectionalLightData value)
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{
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return value.color;
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}
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float GetSpecularScale(DirectionalLightData value)
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{
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return value.specularScale;
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}
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float GetCosAngle(DirectionalLightData value)
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{
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return value.cosAngle;
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}
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float GetSinAngle(DirectionalLightData value)
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{
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return value.sinAngle;
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}
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int GetShadowIndex(DirectionalLightData value)
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{
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return value.shadowIndex;
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}
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float GetUnused(DirectionalLightData 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.Experimental.ScriptableRenderLoop.PunctualShadowData
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//
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float4x4 GetWorldToShadow(PunctualShadowData value)
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{
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return value.worldToShadow;
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}
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int GetLightType(PunctualShadowData value)
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{
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return value.lightType;
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}
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float GetBias(PunctualShadowData value)
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{
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return value.bias;
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}
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float GetQuality(PunctualShadowData value)
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{
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return value.quality;
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}
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float GetUnused(PunctualShadowData 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.Experimental.ScriptableRenderLoop.DirectionalShadowData
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//
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float4x4 GetWorldToShadow(DirectionalShadowData value)
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{
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return value.worldToShadow;
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}
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float GetBias(DirectionalShadowData value)
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{
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return value.bias;
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}
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float GetQuality(DirectionalShadowData value)
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{
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return value.quality;
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}
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float2 GetUnused2(DirectionalShadowData 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.Experimental.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 GetEnvIndex(EnvLightData value)
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{
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return value.envIndex;
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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 GetUnused0(EnvLightData value)
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{
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return value.unused0;
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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 GetUnused1(EnvLightData value)
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{
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return value.unused1;
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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 GetUnused2(EnvLightData value)
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{
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return value.unused2;
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}
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#endif
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