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using UnityEngine;
[UnityEngine.ScriptableRenderLoop.GenerateHLSL]
public struct SFiniteLightData
{
// setup constant buffer
public float penumbra;
public int flags;
public uint lightType;
public uint lightModel; // DIRECT_LIGHT=0, REFLECTION_LIGHT=1
public Vector3 lightPos;
public float lightIntensity;
public Vector3 lightAxisX;
public float recipRange;
public Vector3 lightAxisY;
public float radiusSq;
public Vector3 lightAxisZ; // spot +Z axis
public float cotan;
public Vector3 color;
public int sliceIndex;
public Vector3 boxInnerDist;
public float decodeExp;
public Vector3 boxInvRange;
public uint shadowLightIndex;
public Vector3 localCubeCapturePoint;
public float probeBlendDistance;
};
[UnityEngine.ScriptableRenderLoop.GenerateHLSL]
public struct SFiniteLightBound
{
public Vector3 boxAxisX;
public Vector3 boxAxisY;
public Vector3 boxAxisZ;
public Vector3 center; // a center in camera space inside the bounding volume of the light source.
public Vector2 scaleXY;
public float radius;
};
[UnityEngine.ScriptableRenderLoop.GenerateHLSL]
public struct DirectionalLight
{
public Vector3 color;
public float intensity;
public Vector3 lightAxisX;
public uint shadowLightIndex;
public Vector3 lightAxisY;
public float pad0;
public Vector3 lightAxisZ;
public float pad1;
};
[UnityEngine.ScriptableRenderLoop.GenerateHLSL]
public class LightDefinitions
{
public static int MAX_NR_LIGHTS_PER_CAMERA = 1024;
public static float VIEWPORT_SCALE_Z = 1.0f;
// flags
public static int IS_CIRCULAR_SPOT_SHAPE = 1;
public static int HAS_COOKIE_TEXTURE = 2;
public static int IS_BOX_PROJECTED = 4;
public static int HAS_SHADOW = 8;
// types
public static int MAX_TYPES = 3;
public static int SPOT_LIGHT = 0;
public static int SPHERE_LIGHT = 1;
public static int BOX_LIGHT = 2;
public static int DIRECTIONAL_LIGHT = 3;
// direct lights and reflection probes for now
public static int NR_LIGHT_MODELS = 2;
public static int DIRECT_LIGHT = 0;
public static int REFLECTION_LIGHT = 1;
}