// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef PROBEREFERENCEVOLUME_STREAMING_CS_HLSL #define PROBEREFERENCEVOLUME_STREAMING_CS_HLSL // Generated from UnityEngine.Rendering.ProbeReferenceVolume+CellStreamingScratchBufferLayout // PackingRules = Exact CBUFFER_START(CellStreamingScratchBufferLayout) int _SharedDestChunksOffset; int _L0L1rxOffset; int _L1GryOffset; int _L1BrzOffset; int _ValidityOffset; int _ProbeOcclusionOffset; int _SkyOcclusionOffset; int _SkyShadingDirectionOffset; int _L2_0Offset; int _L2_1Offset; int _L2_2Offset; int _L2_3Offset; int _L0Size; int _L0ProbeSize; int _L1Size; int _L1ProbeSize; int _ValiditySize; int _ValidityProbeSize; int _ProbeOcclusionSize; int _ProbeOcclusionProbeSize; int _SkyOcclusionSize; int _SkyOcclusionProbeSize; int _SkyShadingDirectionSize; int _SkyShadingDirectionProbeSize; int _L2Size; int _L2ProbeSize; int _ProbeCountInChunkLine; int _ProbeCountInChunkSlice; CBUFFER_END #endif