using System; using UnityEngine; using UnityEngine.Rendering; namespace Misaki.AoVolume { [Serializable] [GenerateHLSL(PackingRules.Exact, false)] internal struct VolumeData { [HideInInspector] [NonSerialized] public Matrix4x4 worldMatrix; [HideInInspector] [NonSerialized] public Matrix4x4 inverseWorldMatrix; public Vector3 size; public float intensity; public float falloff; public float normalFalloff; } internal unsafe static class VolumeDataPtr { public static VolumeData* Zero => (VolumeData*)0; } }