using System; using UnityEngine; using UnityEngine.Rendering; namespace Misaki.AoVolume { [Serializable] [GenerateHLSL(PackingRules.Exact, false)] internal struct VolumeData { [HideInInspector] public Matrix4x4 worldMatrix; [HideInInspector] public Matrix4x4 inverseWorldMatrix; public Vector3 size; public float intensity; public float falloff; public float normalFalloff; } }