#ifndef UNITY_SHADER_VARIABLES_RAY_TRACING_LIGHT_LOOP_INCLUDED #define UNITY_SHADER_VARIABLES_RAY_TRACING_LIGHT_LOOP_INCLUDED #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.cs.hlsl" #define CELL_META_DATA_SIZE 5 // Indices into metadata #define CELL_META_DATA_TOTAL_INDEX 0 #define CELL_META_DATA_PUNCTUAL_END_INDEX 1 #define CELL_META_DATA_AREA_END_INDEX 2 #define CELL_META_DATA_ENV_END_INDEX 3 #define CELL_META_DATA_DECAL_END_INDEX 4 GLOBAL_RESOURCE(StructuredBuffer, _RaytracingLightCluster, RAY_TRACING_LIGHT_CLUSTER_REGISTER); #endif // UNITY_SHADER_VARIABLES_RAY_TRACING_LIGHT_LOOP_INCLUDED