#ifndef GEOMETRYPOOLDEFS_CS_HLSL #define GEOMETRYPOOLDEFS_CS_HLSL //#define GEOMETRY_POOL_USE_COMPRESSED_UVS // // UnityEngine.Rendering.UnifiedRayTracing.GeoPoolVertexAttribs: static fields // #define GEOPOOLVERTEXATTRIBS_POSITION (1) #define GEOPOOLVERTEXATTRIBS_NORMAL (2) #define GEOPOOLVERTEXATTRIBS_UV0 (4) #define GEOPOOLVERTEXATTRIBS_UV1 (8) // // UnityEngine.Rendering.UnifiedRayTracing.GeometryPoolConstants: static fields // #define GEO_POOL_POS_BYTE_SIZE (12) #ifdef GEOMETRY_POOL_USE_COMPRESSED_UVS #define GEO_POOL_UV0BYTE_SIZE (4) #define GEO_POOL_UV1BYTE_SIZE (4) #else #define GEO_POOL_UV0BYTE_SIZE (8) #define GEO_POOL_UV1BYTE_SIZE (8) #endif #define GEO_POOL_NORMAL_BYTE_SIZE (4) #define GEO_POOL_POS_BYTE_OFFSET (0) #define GEO_POOL_UV0BYTE_OFFSET (GEO_POOL_POS_BYTE_SIZE) #define GEO_POOL_UV1BYTE_OFFSET (GEO_POOL_POS_BYTE_SIZE+GEO_POOL_UV0BYTE_SIZE) #define GEO_POOL_NORMAL_BYTE_OFFSET (GEO_POOL_POS_BYTE_SIZE+GEO_POOL_UV0BYTE_SIZE+GEO_POOL_UV1BYTE_SIZE) #define GEO_POOL_INDEX_BYTE_SIZE (4) #define GEO_POOL_VERTEX_BYTE_SIZE (GEO_POOL_NORMAL_BYTE_OFFSET+GEO_POOL_NORMAL_BYTE_SIZE) // Generated from UnityEngine.Rendering.UnifiedRayTracing.GeoPoolMeshChunk struct GeoPoolMeshChunk { int indexOffset; int indexCount; int vertexOffset; int vertexCount; }; // Generated from UnityEngine.Rendering.UnifiedRayTracing.GeoPoolVertex struct GeoPoolVertex { float3 pos; float2 uv0; float2 uv1; float3 N; }; #endif