using UnityEngine.Rendering;
namespace UnityEngine.Rendering
{
///
/// Defines the constant buffer register that will be used as binding point for the Probe Volumes constant buffer.
///
public enum APVConstantBufferRegister
{
///
/// Global register
///
GlobalRegister = 5
}
[GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)APVConstantBufferRegister.GlobalRegister)]
internal unsafe struct ShaderVariablesProbeVolumes
{
public Vector3 _PoolDim;
public float _ViewBias;
public Vector3 _MinCellPosition;
public float _PVSamplingNoise;
public Vector3 _CellIndicesDim;
public float _CellInMeters;
public float _CellInMinBricks;
public float _MinBrickSize;
public int _IndexChunkSize;
public float _NormalBias;
}
}