// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #define LIGHT_TYPE_DIRECTIONAL 0 #define LIGHT_TYPE_POINT 1 #define LIGHT_TYPE_SPOT 2 #define LIGHT_TYPE_RECT 3 #define LIGHT_TYPE_MAX 4 #define LIGHT_EXTRA_DATA_BIT_OFFSET_SHADOW_MAP_CHANNEL_MASK 0 // 8 bits #define LIGHT_EXTRA_DATA_BIT_OFFSET_LIGHTING_CHANNEL_MASK 8 // 3 bits #define LIGHT_EXTRA_DATA_BIT_OFFSET_LIGHT_TYPE 11 // LightType_NumBits (2) bits #define LIGHT_EXTRA_DATA_BIT_OFFSET_CAST_SHADOW 13 // 1 bit #define LIGHT_EXTRA_DATA_BIT_OFFSET_HAS_LIGHT_FUNCTION 14 // 1 bit #define LIGHT_EXTRA_DATA_BIT_OFFSET_LIGHT_FUNCTION_ATLAS_LIGHT_INDEX 15 // 8 bits #define LIGHT_EXTRA_DATA_BIT_OFFSET_AFFECT_TRANSLUCENT_LIGHTING 23 // 1 bit #define LIGHT_EXTRA_DATA_BIT_OFFSET_MEGA_LIGHT 24 // 1 bit #define LIGHT_EXTRA_DATA_BIT_OFFSET_CLUSTERED_DEFERRED_SUPPORTED 25 // 1 bit #define LIGHT_EXTRA_DATA_BIT_OFFSET_CAST_VOLUMETRIC_SHADOWS 26 // 1 bit // 27 bits used, 5 bits free