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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef HDRENDERPIPELINE_VOLUMETRICLIGHTING_CS_HLSL
#define HDRENDERPIPELINE_VOLUMETRICLIGHTING_CS_HLSL
//
// UnityEngine.Rendering.HighDefinition.LocalVolumetricFogBlendingMode: static fields
//
#define LOCALVOLUMETRICFOGBLENDINGMODE_OVERWRITE (0)
#define LOCALVOLUMETRICFOGBLENDINGMODE_ADDITIVE (1)
#define LOCALVOLUMETRICFOGBLENDINGMODE_MULTIPLY (2)
#define LOCALVOLUMETRICFOGBLENDINGMODE_MIN (3)
#define LOCALVOLUMETRICFOGBLENDINGMODE_MAX (4)
//
// UnityEngine.Rendering.HighDefinition.LocalVolumetricFogFalloffMode: static fields
//
#define LOCALVOLUMETRICFOGFALLOFFMODE_LINEAR (0)
#define LOCALVOLUMETRICFOGFALLOFFMODE_EXPONENTIAL (1)
// Generated from UnityEngine.Rendering.HighDefinition.LocalVolumetricFogEngineData
// PackingRules = Exact
struct LocalVolumetricFogEngineData
{
float3 scattering;
int falloffMode;
float3 textureTiling;
int invertFade;
float3 textureScroll;
float rcpDistFadeLen;
float3 rcpPosFaceFade;
float endTimesRcpDistFadeLen;
float3 rcpNegFaceFade;
int blendingMode;
};
// Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesVolumetric
// PackingRules = Exact
CBUFFER_START(ShaderVariablesVolumetric)
float4x4 _VBufferCoordToViewDirWS[2];
float _VBufferUnitDepthTexelSpacing;
uint _NumVisibleLocalVolumetricFog;
float _CornetteShanksConstant;
uint _VBufferHistoryIsValid;
float4 _VBufferSampleOffset;
float _VBufferVoxelSize;
float _HaveToPad;
float _OtherwiseTheBuffer;
float _IsFilledWithGarbage;
float4 _VBufferPrevViewportSize;
float4 _VBufferHistoryViewportScale;
float4 _VBufferHistoryViewportLimit;
float4 _VBufferPrevDistanceEncodingParams;
float4 _VBufferPrevDistanceDecodingParams;
uint _NumTileBigTileX;
uint _NumTileBigTileY;
uint _MaxSliceCount;
float _MaxVolumetricFogDistance;
float4 _CameraRight;
float4x4 _CameraInverseViewProjection_NO;
uint _VolumeCount;
uint _IsObliqueProjectionMatrix;
float _HalfVoxelArcLength;
uint _Padding2;
CBUFFER_END
// Generated from UnityEngine.Rendering.HighDefinition.VolumetricMaterialDataCBuffer
// PackingRules = Exact
CBUFFER_START(VolumetricMaterialDataCBuffer)
float4 _VolumetricMaterialObbRight;
float4 _VolumetricMaterialObbUp;
float4 _VolumetricMaterialObbExtents;
float4 _VolumetricMaterialObbCenter;
float4 _VolumetricMaterialRcpPosFaceFade;
float4 _VolumetricMaterialRcpNegFaceFade;
float _VolumetricMaterialInvertFade;
float _VolumetricMaterialRcpDistFadeLen;
float _VolumetricMaterialEndTimesRcpDistFadeLen;
float _VolumetricMaterialFalloffMode;
CBUFFER_END
// Generated from UnityEngine.Rendering.HighDefinition.VolumetricMaterialRenderingData
// PackingRules = Exact
struct VolumetricMaterialRenderingData
{
float4 viewSpaceBounds;
uint startSliceIndex;
uint sliceCount;
uint padding0;
uint padding1;
float4 obbVertexPositionWS[8];
};
//
// Accessors for UnityEngine.Rendering.HighDefinition.LocalVolumetricFogEngineData
//
float3 GetScattering(LocalVolumetricFogEngineData value)
{
return value.scattering;
}
int GetFalloffMode(LocalVolumetricFogEngineData value)
{
return value.falloffMode;
}
float3 GetTextureTiling(LocalVolumetricFogEngineData value)
{
return value.textureTiling;
}
int GetInvertFade(LocalVolumetricFogEngineData value)
{
return value.invertFade;
}
float3 GetTextureScroll(LocalVolumetricFogEngineData value)
{
return value.textureScroll;
}
float GetRcpDistFadeLen(LocalVolumetricFogEngineData value)
{
return value.rcpDistFadeLen;
}
float3 GetRcpPosFaceFade(LocalVolumetricFogEngineData value)
{
return value.rcpPosFaceFade;
}
float GetEndTimesRcpDistFadeLen(LocalVolumetricFogEngineData value)
{
return value.endTimesRcpDistFadeLen;
}
float3 GetRcpNegFaceFade(LocalVolumetricFogEngineData value)
{
return value.rcpNegFaceFade;
}
int GetBlendingMode(LocalVolumetricFogEngineData value)
{
return value.blendingMode;
}
#endif