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43 lines
1.8 KiB
43 lines
1.8 KiB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.hlsl"
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// don't support Buffer yet in unity
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StructuredBuffer<uint> g_vBigTileLightList;
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StructuredBuffer<uint> g_vLightListTile;
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StructuredBuffer<uint> g_vLightListCluster;
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer;
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StructuredBuffer<float> g_logBaseBuffer;
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#ifdef USE_INDIRECT
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StructuredBuffer<uint> g_TileFeatureFlags;
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#endif
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// Lights culled from the current camera frustum
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GLOBAL_RESOURCE(StructuredBuffer<DirectionalLightData>, _DirectionalLightDatas, RAY_TRACING_DIRECTIONAL_LIGHT_DATAS_REGISTER);
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GLOBAL_RESOURCE(StructuredBuffer<LightData>, _LightDatas, RAY_TRACING_LIGHT_DATAS_REGISTER);
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GLOBAL_RESOURCE(StructuredBuffer<EnvLightData>, _EnvLightDatas, RAY_TRACING_ENV_LIGHT_DATAS_REGISTER);
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// These structures contain all lights enabled in the scene
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GLOBAL_RESOURCE(StructuredBuffer<LightData>, _WorldLightDatas, RAY_TRACING_WORLD_LIGHT_DATAS_REGISTER);
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GLOBAL_RESOURCE(StructuredBuffer<EnvLightData>, _WorldEnvLightDatas, RAY_TRACING_WORLD_ENV_LIGHT_DATAS_REGISTER);
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// Used by directional and spot lights
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GLOBAL_TEXTURE2D(_CookieAtlas, RAY_TRACING_COOKIE_ATLAS_REGISTER);
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// Used by cube and planar reflection probes
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GLOBAL_TEXTURE2D_ARRAY(_ReflectionAtlas, RAY_TRACING_REFLECTION_ATLAS_REGISTER);
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// Contact shadows
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TYPED_TEXTURE2D_X(uint, _ContactShadowTexture);
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// Screen space shadows
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TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture);
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// Indirect Diffuse Texture
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TEXTURE2D_X(_IndirectDiffuseTexture);
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// Used by directional and spot lights
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GLOBAL_TEXTURE2D(_VolumetricCloudsShadowsTexture, RAY_TRACING_VOLUMETRIC_CLOUDS_SHADOW_REGISTER);
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