// Copyright Epic Games, Inc. All Rights Reserved. #pragma once struct FPackedHairSample { float Depth; uint ControlPointID_MacroGroupID; uint Tangent_Coverage8bit; uint BaseColor_Roughness; uint Data; }; struct FPackedHairVis { uint Depth_Coverage8bit; uint ControlPointID_MaterialID; }; struct FPackedHairVisPPLL { uint Depth_Coverage8bit; uint ControlPointID_MaterialID; uint NextNodeIndex; };