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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 INSTANCEOCCLUSIONCULLER_CS_HLSL
#define INSTANCEOCCLUSIONCULLER_CS_HLSL
//
// UnityEngine.Rendering.InstanceOcclusionTestDebugCounter: static fields
//
#define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_INSTANCES_OCCLUDED (0)
#define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_INSTANCES_NOT_OCCLUDED (1)
#define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_PRIMITIVES_OCCLUDED (2)
#define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_PRIMITIVES_NOT_OCCLUDED (3)
#define INSTANCEOCCLUSIONTESTDEBUGCOUNTER_COUNT (4)
// Generated from UnityEngine.Rendering.IndirectDrawInfo
// PackingRules = Exact
struct IndirectDrawInfo
{
uint indexCount;
uint firstIndex;
uint baseVertex;
uint firstInstanceGlobalIndex;
uint maxInstanceCountAndTopology;
};
// Generated from UnityEngine.Rendering.IndirectInstanceInfo
// PackingRules = Exact
struct IndirectInstanceInfo
{
int drawOffsetAndSplitMask;
int instanceIndexAndCrossFade;
};
#endif