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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 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