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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
{
uint lightLayers;
float3 positionRWS;
float3 color;
int cookieIndex;
float volumetricDimmer;
float3 right;
float3 up;
float3 forward;
int tileCookie;
int shadowIndex;
int contactShadowIndex;
float4 shadowMaskSelector;
int nonLightmappedOnly;
float diffuseScale;
float specularScale;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData
// PackingRules = Exact
struct LightData
{
uint lightLayers;
float3 positionRWS;
float3 color;
float rangeAttenuationScale;
float rangeAttenuationBias;
float angleScale;
float angleOffset;
int cookieIndex;
int lightType;
float3 right;
float3 up;
float3 forward;
int shadowIndex;
int contactShadowIndex;
float shadowDimmer;
float4 shadowMaskSelector;
int nonLightmappedOnly;
float minRoughness;
float diffuseScale;
float specularScale;
float2 size;
float volumetricDimmer;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
// PackingRules = Exact
struct EnvLightData
{
uint lightLayers;
float3 capturePositionRWS;
int influenceShapeType;
float3 proxyExtents;
float minProjectionDistance;
float3 proxyPositionRWS;
float3 proxyForward;
float3 proxyUp;
float3 proxyRight;
float3 influencePositionRWS;
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;
};
#endif