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