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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 PROBEREFERENCEVOLUME_STREAMING_CS_HLSL
#define PROBEREFERENCEVOLUME_STREAMING_CS_HLSL
// Generated from UnityEngine.Rendering.ProbeReferenceVolume+CellStreamingScratchBufferLayout
// PackingRules = Exact
CBUFFER_START(CellStreamingScratchBufferLayout)
int _SharedDestChunksOffset;
int _L0L1rxOffset;
int _L1GryOffset;
int _L1BrzOffset;
int _ValidityOffset;
int _ProbeOcclusionOffset;
int _SkyOcclusionOffset;
int _SkyShadingDirectionOffset;
int _L2_0Offset;
int _L2_1Offset;
int _L2_2Offset;
int _L2_3Offset;
int _L0Size;
int _L0ProbeSize;
int _L1Size;
int _L1ProbeSize;
int _ValiditySize;
int _ValidityProbeSize;
int _ProbeOcclusionSize;
int _ProbeOcclusionProbeSize;
int _SkyOcclusionSize;
int _SkyOcclusionProbeSize;
int _SkyShadingDirectionSize;
int _SkyShadingDirectionProbeSize;
int _L2Size;
int _L2ProbeSize;
int _ProbeCountInChunkLine;
int _ProbeCountInChunkSlice;
CBUFFER_END
#endif