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| 1 | +#define UNITY_UV_STARTS_AT_TOP 1 |
| 2 | +#define UNITY_REVERSED_Z 1 |
| 3 | +#define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50) |
| 4 | + |
| 5 | +#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName |
| 6 | +#define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName |
| 7 | + |
| 8 | +#define TEXTURE2D(textureName) Texture2D textureName |
| 9 | +#define SAMPLER2D(samplerName) SamplerState samplerName |
| 10 | + |
| 11 | +#define TEXTURE3D(textureName) Texture3D textureName |
| 12 | +#define SAMPLER3D(samplerName) SamplerState samplerName |
| 13 | + |
| 14 | +#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
| 15 | +#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
| 16 | + |
| 17 | +#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
| 18 | +#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
| 19 | + |
| 20 | +#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
| 21 | +#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
| 22 | + |
| 23 | +#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
| 24 | + |
| 25 | +#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0)) |
| 26 | +#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod)) |
| 27 | + |
| 28 | +#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
| 29 | +#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) |
| 30 | +#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) |
| 31 | +#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) |
| 32 | + |
| 33 | +#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
| 34 | +#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
| 35 | + |
| 36 | +#define UNITY_BRANCH [branch] |
| 37 | +#define UNITY_FLATTEN [flatten] |
| 38 | +#define UNITY_UNROLL [unroll] |
| 39 | +#define UNITY_LOOP [loop] |
| 40 | +#define UNITY_FASTOPT [fastopt] |
| 41 | + |
| 42 | +#define CBUFFER_START(name) cbuffer name { |
| 43 | +#define CBUFFER_END }; |
| 44 | + |
| 45 | +#if UNITY_GATHER_SUPPORTED |
| 46 | + #define FXAA_HLSL_5 1 |
| 47 | + #define SMAA_HLSL_4_1 1 |
| 48 | +#else |
| 49 | + #define FXAA_HLSL_4 1 |
| 50 | + #define SMAA_HLSL_4 1 |
| 51 | +#endif |
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