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129 行
2.6 KiB
129 行
2.6 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 SHADOWBASE_CS_HLSL
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#define SHADOWBASE_CS_HLSL
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//
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// UnityEngine.Experimental.Rendering.GPUShadowType: static fields
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//
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#define GPUSHADOWTYPE_POINT (0)
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#define GPUSHADOWTYPE_SPOT (1)
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#define GPUSHADOWTYPE_DIRECTIONAL (2)
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#define GPUSHADOWTYPE_MAX (3)
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#define GPUSHADOWTYPE_UNKNOWN (3)
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#define GPUSHADOWTYPE_ALL (3)
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//
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// UnityEngine.Experimental.Rendering.GPUShadowAlgorithm: static fields
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//
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#define GPUSHADOWALGORITHM_PCF_1TAP (0)
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#define GPUSHADOWALGORITHM_PCF_9TAP (1)
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#define GPUSHADOWALGORITHM_PCF_TENT_3X3 (2)
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#define GPUSHADOWALGORITHM_PCF_TENT_5X5 (3)
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#define GPUSHADOWALGORITHM_PCF_TENT_7X7 (4)
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#define GPUSHADOWALGORITHM_VSM (8)
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#define GPUSHADOWALGORITHM_EVSM_2 (16)
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#define GPUSHADOWALGORITHM_EVSM_4 (17)
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#define GPUSHADOWALGORITHM_MSM_HAM (24)
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#define GPUSHADOWALGORITHM_MSM_HAUS (25)
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#define GPUSHADOWALGORITHM_PCSS (32)
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#define GPUSHADOWALGORITHM_CUSTOM (256)
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// Generated from UnityEngine.Experimental.Rendering.ShadowData
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// PackingRules = Exact
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struct ShadowData
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{
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float4 proj;
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float3 pos;
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float3 rot0;
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float3 rot1;
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float3 rot2;
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float4 scaleOffset;
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float4 textureSize;
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float4 texelSizeRcp;
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uint id;
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uint shadowType;
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uint payloadOffset;
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float slice;
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float4 viewBias;
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float4 normalBias;
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float edgeTolerance;
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float3 _pad;
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float4x4 shadowToWorld;
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};
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//
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// Accessors for UnityEngine.Experimental.Rendering.ShadowData
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//
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float4 GetProj(ShadowData value)
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{
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return value.proj;
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}
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float3 GetPos(ShadowData value)
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{
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return value.pos;
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}
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float3 GetRot0(ShadowData value)
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{
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return value.rot0;
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}
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float3 GetRot1(ShadowData value)
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{
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return value.rot1;
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}
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float3 GetRot2(ShadowData value)
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{
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return value.rot2;
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}
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float4 GetScaleOffset(ShadowData value)
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{
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return value.scaleOffset;
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}
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float4 GetTextureSize(ShadowData value)
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{
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return value.textureSize;
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}
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float4 GetTexelSizeRcp(ShadowData value)
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{
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return value.texelSizeRcp;
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}
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uint GetId(ShadowData value)
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{
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return value.id;
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}
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uint GetShadowType(ShadowData value)
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{
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return value.shadowType;
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}
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uint GetPayloadOffset(ShadowData value)
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{
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return value.payloadOffset;
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}
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float GetSlice(ShadowData value)
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{
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return value.slice;
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}
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float4 GetViewBias(ShadowData value)
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{
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return value.viewBias;
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}
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float4 GetNormalBias(ShadowData value)
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{
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return value.normalBias;
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}
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float GetEdgeTolerance(ShadowData value)
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{
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return value.edgeTolerance;
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}
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float3 Get_pad(ShadowData value)
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{
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return value._pad;
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}
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float4x4 GetShadowToWorld(ShadowData value)
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{
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return value.shadowToWorld;
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}
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#endif
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