diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index e9157762458..e8be82747d1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -218,7 +218,7 @@ unsafe struct ShaderVariablesGlobal public uint _NumTileClusteredX; public uint _NumTileClusteredY; public int _EnvSliceSize; - public float _Pad7; + public uint _EnableDecalLayers; // Subsurface scattering // Use float4 to avoid any packing issue between compute and pixel shaders @@ -256,25 +256,10 @@ unsafe struct ShaderVariablesGlobal public int _RaytracingFrameIndex; // Index of the current frame [0, 7] public uint _EnableRecursiveRayTracing; - // Probe Volumes - public Vector4 _ProbeVolumeAtlasResolutionAndSliceCount; - public Vector4 _ProbeVolumeAtlasResolutionAndSliceCountInverse; - public Vector4 _ProbeVolumeAtlasOctahedralDepthResolutionAndInverse; - - public int _ProbeVolumeLeakMitigationMode; - public float _ProbeVolumeBilateralFilterWeightMin; - public float _ProbeVolumeBilateralFilterWeight; - public uint _EnableDecalLayers; - - [HLSLArray(7, typeof(Vector4))] - public fixed float _ProbeVolumeAmbientProbeFallbackPackedCoeffs[7 * 4]; // 3 bands of SH, packed for storing global ambient probe lighting as fallback to probe volumes. - public int _TransparentCameraOnlyMotionVectors; - // Can be set to 0 to globally "disable" tessellation // Because the DepthPrepass doesn't have a DEBUG_DISPLAY variant, it is the only way to disable it for debug modes public float _GlobalTessellationFactorMultiplier; - public float _SpecularOcclusionBlend; public float _DeExposureMultiplier; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index 3318ae78698..024ad9e0136 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -124,7 +124,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) uint _NumTileClusteredX; uint _NumTileClusteredY; int _EnvSliceSize; - float _Pad7; + uint _EnableDecalLayers; float4 _ShapeParamsAndMaxScatterDists[16]; float4 _TransmissionTintsAndFresnel0[16]; float4 _WorldScalesAndFilterRadiiAndThicknessRemaps[16]; @@ -145,14 +145,6 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) int _EnableRayTracedReflections; int _RaytracingFrameIndex; uint _EnableRecursiveRayTracing; - float4 _ProbeVolumeAtlasResolutionAndSliceCount; - float4 _ProbeVolumeAtlasResolutionAndSliceCountInverse; - float4 _ProbeVolumeAtlasOctahedralDepthResolutionAndInverse; - int _ProbeVolumeLeakMitigationMode; - float _ProbeVolumeBilateralFilterWeightMin; - float _ProbeVolumeBilateralFilterWeight; - uint _EnableDecalLayers; - float4 _ProbeVolumeAmbientProbeFallbackPackedCoeffs[7]; int _TransparentCameraOnlyMotionVectors; float _GlobalTessellationFactorMultiplier; float _SpecularOcclusionBlend;