// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef SHADERVARIABLESRAYTRACING_CS_HLSL #define SHADERVARIABLESRAYTRACING_CS_HLSL // // UnityEngine.Rendering.HighDefinition.HDLightClusterDefinitions: static fields // #define CLUSTER_SIZE (int3(64, 32, 64)) #define CLUSTER_CELL_COUNT (131072) #define CELL_META_DATA_SIZE (5) // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesRaytracing // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesRaytracing, b3) float _RayTracingPadding0; float _RaytracingRayMaxLength; int _RaytracingNumSamples; int _RaytracingSampleIndex; float _RaytracingIntensityClamp; int _RayCountEnabled; int _RaytracingPreExposition; float _RaytracingCameraNearPlane; float _RaytracingPixelSpreadAngle; float _RaytracingReflectionMinSmoothness; float _RaytracingReflectionSmoothnessFadeStart; int _RaytracingMinRecursion; int _RaytracingMaxRecursion; int _RayTracingDiffuseLightingOnly; float _DirectionalShadowFallbackIntensity; float _RayTracingLodBias; int _RayTracingRayMissFallbackHierarchy; int _RayTracingRayMissUseAmbientProbeAsSky; int _RayTracingLastBounceFallbackHierarchy; int _RayTracingClampingFlag; float _RayTracingAmbientProbeDimmer; int _RayTracingAPVRayMiss; float _RayTracingRayBias; float _RayTracingDistantRayBias; int _RayTracingReflectionFrameIndex; uint _RaytracingAPVLayerMask; CBUFFER_END #endif