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; } }