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130 行
3.2 KiB
130 行
3.2 KiB
//
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// This file was automatically generated. 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.Rendering.HDPipeline.GPULightType: static fields
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//
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#define GPULIGHTTYPE_DIRECTIONAL (0)
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#define GPULIGHTTYPE_POINT (1)
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#define GPULIGHTTYPE_SPOT (2)
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#define GPULIGHTTYPE_PROJECTOR_PYRAMID (3)
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#define GPULIGHTTYPE_PROJECTOR_BOX (4)
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#define GPULIGHTTYPE_LINE (5)
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#define GPULIGHTTYPE_RECTANGLE (6)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.GPUImageBasedLightingType: static fields
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//
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#define GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION (0)
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#define GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION (1)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.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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#define ENVSHAPETYPE_SKY (3)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields
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//
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#define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.EnvCacheType: static fields
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//
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#define ENVCACHETYPE_TEXTURE2D (0)
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#define ENVCACHETYPE_CUBEMAP (1)
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//
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// UnityEngine.Experimental.Rendering.HDPipeline.StencilLightingUsage: static fields
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//
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#define STENCILLIGHTINGUSAGE_NO_LIGHTING (0)
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#define STENCILLIGHTINGUSAGE_SPLIT_LIGHTING (1)
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#define STENCILLIGHTINGUSAGE_REGULAR_LIGHTING (2)
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData
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// PackingRules = Exact
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struct DirectionalLightData
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{
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uint lightLayers;
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float3 positionRWS;
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float3 color;
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int cookieIndex;
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float volumetricDimmer;
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float3 right;
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float3 up;
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float3 forward;
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int tileCookie;
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int shadowIndex;
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int contactShadowIndex;
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float4 shadowMaskSelector;
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int nonLightmappedOnly;
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float diffuseScale;
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float specularScale;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData
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// PackingRules = Exact
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struct LightData
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{
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uint lightLayers;
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float3 positionRWS;
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float3 color;
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float rangeAttenuationScale;
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float rangeAttenuationBias;
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float angleScale;
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float angleOffset;
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int cookieIndex;
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int lightType;
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float3 right;
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float3 up;
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float3 forward;
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int shadowIndex;
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int contactShadowIndex;
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float shadowDimmer;
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float4 shadowMaskSelector;
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int nonLightmappedOnly;
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float minRoughness;
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float diffuseScale;
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float specularScale;
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float2 size;
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float volumetricDimmer;
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};
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// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
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// PackingRules = Exact
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struct EnvLightData
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{
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uint lightLayers;
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float3 capturePositionRWS;
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int influenceShapeType;
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float3 proxyExtents;
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float minProjectionDistance;
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float3 proxyPositionRWS;
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float3 proxyForward;
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float3 proxyUp;
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float3 proxyRight;
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float3 influencePositionRWS;
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float3 influenceForward;
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float3 influenceUp;
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float3 influenceRight;
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float3 influenceExtents;
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float unused00;
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float3 blendDistancePositive;
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float3 blendDistanceNegative;
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float3 blendNormalDistancePositive;
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float3 blendNormalDistanceNegative;
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float3 boxSideFadePositive;
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float3 boxSideFadeNegative;
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float weight;
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float multiplier;
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int envIndex;
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};
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#endif
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