namespace UnityEngine.Rendering.HighDefinition { [GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.RayTracingLightLoop)] unsafe struct ShaderVariablesRaytracingLightLoop { public Vector3 _MinClusterPos; public uint _LightPerCellCount; public Vector3 _MaxClusterPos; } }