// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef INSTANCEOCCLUSIONCULLER_CS_HLSL #define INSTANCEOCCLUSIONCULLER_CS_HLSL // // UnityEngine.Rendering.InstanceOcclusionTestDebugCounter: static fields // #define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_INSTANCES_OCCLUDED (0) #define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_INSTANCES_NOT_OCCLUDED (1) #define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_PRIMITIVES_OCCLUDED (2) #define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_PRIMITIVES_NOT_OCCLUDED (3) #define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_COUNT (4) // Generated from UnityEngine.Rendering.IndirectDrawInfo // PackingRules = Exact struct IndirectDrawInfo { uint indexCount; uint firstIndex; uint baseVertex; uint firstInstanceGlobalIndex; uint maxInstanceCountAndTopology; }; // Generated from UnityEngine.Rendering.IndirectInstanceInfo // PackingRules = Exact struct IndirectInstanceInfo { int drawOffsetAndSplitMask; int instanceIndexAndCrossFade; }; #endif