// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef DECAL_CS_HLSL #define DECAL_CS_HLSL // // UnityEngine.Rendering.HighDefinition.Decal+DBufferMaterial: static fields // #define DBUFFERMATERIAL_COUNT (4) // // UnityEngine.Rendering.HighDefinition.Decal+DecalAtlasTextureType: static fields // #define DECALATLASTEXTURETYPE_DIFFUSE (0) #define DECALATLASTEXTURETYPE_NORMAL (1) #define DECALATLASTEXTURETYPE_MASK (2) #define DECALATLASTEXTURETYPE_COUNT (3) // Generated from UnityEngine.Rendering.HighDefinition.Decal+DecalSurfaceData // PackingRules = Exact struct DecalSurfaceData { float4 baseColor; float4 normalWS; float4 mask; float3 emissive; float2 MAOSBlend; }; // Generated from UnityEngine.Rendering.HighDefinition.DecalData // PackingRules = Exact struct DecalData { float4x4 worldToDecal; float4x4 normalToWorld; float4 diffuseScaleBias; float4 normalScaleBias; float4 maskScaleBias; float4 baseColor; float4 remappingAOS; float2 remappingMetallic; float scalingBlueMaskMap; float sampleNormalAlpha; float3 blendParams; uint decalLayerMask; }; #endif