using Unity.Mathematics; using System.Runtime.InteropServices; namespace UnityEngine.Rendering { [GenerateHLSL] internal struct TransformUpdatePacket { public float4 localToWorld0; public float4 localToWorld1; public float4 localToWorld2; } //Must be a copy of SphericalHarmonicsL2 [GenerateHLSL] [StructLayout(LayoutKind.Sequential)] internal struct SHUpdatePacket { public float shr0, shr1, shr2, shr3, shr4, shr5, shr6, shr7, shr8; public float shg0, shg1, shg2, shg3, shg4, shg5, shg6, shg7, shg8; public float shb0, shb1, shb2, shb3, shb4, shb5, shb6, shb7, shb8; } }