Class InternalLightCullingDefs
Internal definitions for FPTL and light culling algorithms. Do not modify, these variables are generated from the FPTLMaxLightCount setting automatically.
Inherited Members
Namespace: UnityEngine .Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Config.Runtime.dll
Syntax
[GenerateHLSL(PackingRules.Exact, true, false, false, 1, false, false, false, -1, "C:\\temp\\com.unity.render-pipelines.high-definition-config@15.0\\Library\\PackageCache\\com.unity.render-pipelines.high-definition-config@15.0.7\\Runtime\\ShaderConfig.cs")]
public class InternalLightCullingDefs
Fields
Name | Description |
---|---|
s_Light |
Maximum number of lights for cluster coarse entries. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Number of bits required to pack cluster count. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Bit mask for packing cluster count. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Number of bits required to pack a cluster offset. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Bit mask for packing cluster light offset. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Maximum number of dwords per tile. Each light occupies 16 bits. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Light |
Maximum number of lights for coarse entries (before fine prunning). Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |
s_Max |
Maximum number of lights for a big tile. Do not modify value, since its generated from ShaderConfig.FPTLMaxLightCount. |