Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/ShaderVariablesPhysicallyBasedSky.cs.hlsl
2024-08-26 23:07:20 +03:00

60 lines
2.1 KiB
HLSL

//
// 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