// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef GEOMETRYUTILS_CS_HLSL #define GEOMETRYUTILS_CS_HLSL // Generated from UnityEngine.Rendering.HighDefinition.FrustumGPU // PackingRules = Exact struct FrustumGPU { float3 normal0; float dist0; float3 normal1; float dist1; float3 normal2; float dist2; float3 normal3; float dist3; float3 normal4; float dist4; float3 normal5; float dist5; float4 corner0; float4 corner1; float4 corner2; float4 corner3; float4 corner4; float4 corner5; float4 corner6; float4 corner7; }; // Generated from UnityEngine.Rendering.HighDefinition.OrientedBBox // PackingRules = Exact struct OrientedBBox { float3 right; float extentX; float3 up; float extentY; float3 center; float extentZ; }; // // Accessors for UnityEngine.Rendering.HighDefinition.OrientedBBox // float3 GetRight(OrientedBBox value) { return value.right; } float GetExtentX(OrientedBBox value) { return value.extentX; } float3 GetUp(OrientedBBox value) { return value.up; } float GetExtentY(OrientedBBox value) { return value.extentY; } float3 GetCenter(OrientedBBox value) { return value.center; } float GetExtentZ(OrientedBBox value) { return value.extentZ; } #endif