// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef SHADERVARIABLESPROBEVOLUMES_CS_HLSL #define SHADERVARIABLESPROBEVOLUMES_CS_HLSL // // UnityEngine.Rendering.APVLeakReductionMode: static fields // #define APVLEAKREDUCTIONMODE_NONE (0) #define APVLEAKREDUCTIONMODE_PERFORMANCE (1) #define APVLEAKREDUCTIONMODE_QUALITY (2) #define APVLEAKREDUCTIONMODE_VALIDITY_BASED (1) #define APVLEAKREDUCTIONMODE_VALIDITY_AND_NORMAL_BASED (2) // // UnityEngine.Rendering.APVDefinitions: static fields // #define PROBE_INDEX_CHUNK_SIZE (243) #define PROBE_VALIDITY_THRESHOLD (0.05) #define PROBE_MAX_REGION_COUNT (4) // Generated from UnityEngine.Rendering.ShaderVariablesProbeVolumes // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesProbeVolumes, b6) float4 _Offset_LayerCount; float4 _MinLoadedCellInEntries_IndirectionEntryDim; float4 _MaxLoadedCellInEntries_RcpIndirectionEntryDim; float4 _PoolDim_MinBrickSize; float4 _RcpPoolDim_XY; float4 _MinEntryPos_Noise; uint4 _EntryCount_X_XY_LeakReduction; float4 _Biases_NormalizationClamp; float4 _FrameIndex_Weights; uint4 _ProbeVolumeLayerMask; CBUFFER_END #endif