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25 行
753 B
25 行
753 B
#ifndef __REGULARFORWARDLIGHTINGUTILS_H__
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#define __REGULARFORWARDLIGHTINGUTILS_H__
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#include "LightingUtils.hlsl"
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StructuredBuffer<SFiniteLightData> g_vLightData;
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StructuredBuffer<uint> g_vLightListMeshInst; // build on CPU if in use. direct lights first, then reflection probes. (don't support Buffer yet in unity, so using structured)
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uniform int g_numLights;
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uniform int g_numReflectionProbes;
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void GetCountAndStart(out uint start, out uint nrLights, uint model)
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{
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start = model==REFLECTION_LIGHT ? g_numLights : 0; // offset by numLights entries
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nrLights = model==REFLECTION_LIGHT ? g_numReflectionProbes : g_numLights;
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}
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uint FetchIndex(const uint start, const uint l)
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{
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return g_vLightListMeshInst[start+l];
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}
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#endif
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