// Copyright Epic Games, Inc. All Rights Reserved. struct FGPUTileDescription { int2 LightmapSize; int2 VirtualTilePosition; int2 WorkingSetPosition; int2 ScratchPosition; int2 OutputLayer0Position; int2 OutputLayer1Position; int2 OutputLayer2Position; int2 OutputLayer3Position; int FrameIndex; int RenderPassIndex; }; StructuredBuffer BatchedTiles;