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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.hlsl"
// don't support Buffer yet in unity
StructuredBuffer<uint> g_vBigTileLightList;
StructuredBuffer<uint> g_vLightListTile;
StructuredBuffer<uint> g_vLightListCluster;
StructuredBuffer<uint> g_vLayeredOffsetsBuffer;
StructuredBuffer<float> g_logBaseBuffer;
#ifdef USE_INDIRECT
StructuredBuffer<uint> g_TileFeatureFlags;
#endif
// Lights culled from the current camera frustum
GLOBAL_RESOURCE(StructuredBuffer<DirectionalLightData>, _DirectionalLightDatas, RAY_TRACING_DIRECTIONAL_LIGHT_DATAS_REGISTER);
GLOBAL_RESOURCE(StructuredBuffer<LightData>, _LightDatas, RAY_TRACING_LIGHT_DATAS_REGISTER);
GLOBAL_RESOURCE(StructuredBuffer<EnvLightData>, _EnvLightDatas, RAY_TRACING_ENV_LIGHT_DATAS_REGISTER);
// These structures contain all lights enabled in the scene
GLOBAL_RESOURCE(StructuredBuffer<LightData>, _WorldLightDatas, RAY_TRACING_WORLD_LIGHT_DATAS_REGISTER);
GLOBAL_RESOURCE(StructuredBuffer<EnvLightData>, _WorldEnvLightDatas, RAY_TRACING_WORLD_ENV_LIGHT_DATAS_REGISTER);
// Used by directional and spot lights
GLOBAL_TEXTURE2D(_CookieAtlas, RAY_TRACING_COOKIE_ATLAS_REGISTER);
// Used by cube and planar reflection probes
GLOBAL_TEXTURE2D_ARRAY(_ReflectionAtlas, RAY_TRACING_REFLECTION_ATLAS_REGISTER);
// Contact shadows
TEXTURE2D_X_UINT(_ContactShadowTexture);
// Screen space shadows
TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture);
// Indirect Diffuse Texture
TEXTURE2D_X(_IndirectDiffuseTexture);
// Used by directional and spot lights
GLOBAL_TEXTURE2D(_VolumetricCloudsShadowsTexture, RAY_TRACING_VOLUMETRIC_CLOUDS_SHADOW_REGISTER);