// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef SHADERVARIABLESPHYSICALLYBASEDSKY_CS_HLSL #define SHADERVARIABLESPHYSICALLYBASEDSKY_CS_HLSL // // UnityEngine.Rendering.HighDefinition.PbrSkyConfig: static fields // #define PBRSKYCONFIG_GROUND_IRRADIANCE_TABLE_SIZE (256) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_X (128) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_Y (32) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_Z (16) #define PBRSKYCONFIG_IN_SCATTERED_RADIANCE_TABLE_SIZE_W (64) #define PBRSKYCONFIG_MULTI_SCATTERING_LUT_WIDTH (32) #define PBRSKYCONFIG_MULTI_SCATTERING_LUT_HEIGHT (32) #define PBRSKYCONFIG_SKY_VIEW_LUT_WIDTH (256) #define PBRSKYCONFIG_SKY_VIEW_LUT_HEIGHT (144) #define PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH (32) #define PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_HEIGHT (32) #define PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_DEPTH (64) // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesPhysicallyBasedSky // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesPhysicallyBasedSky, b2) float _AtmosphericRadius; float _AerosolAnisotropy; float _AerosolPhasePartConstant; float _AerosolSeaLevelExtinction; float _AirDensityFalloff; float _AirScaleHeight; float _AerosolDensityFalloff; float _AerosolScaleHeight; float2 _OzoneScaleOffset; float _OzoneLayerStart; float _OzoneLayerEnd; float4 _AirSeaLevelExtinction; float4 _AirSeaLevelScattering; float4 _AerosolSeaLevelScattering; float4 _OzoneSeaLevelExtinction; float4 _GroundAlbedo_PlanetRadius; float4 _HorizonTint; float4 _ZenithTint; float _IntensityMultiplier; float _ColorSaturation; float _AlphaSaturation; float _AlphaMultiplier; float _HorizonZenithShiftPower; float _HorizonZenithShiftScale; uint _CelestialLightCount; uint _CelestialBodyCount; float _AtmosphericDepth; float _RcpAtmosphericDepth; float _CelestialLightExposure; float _PaddingPBS; CBUFFER_END #endif