A game about forced loneliness, made by TACStudios
1// This file assume SHADER_API_D3D11 is defined 2 3#define UNITY_UV_STARTS_AT_TOP 1 4#define UNITY_REVERSED_Z 1 5#define UNITY_NEAR_CLIP_VALUE (1.0) 6// This value will not go through any matrix projection conversion 7#define UNITY_RAW_FAR_CLIP_VALUE (0.0) 8#define VERTEXID_SEMANTIC SV_VertexID 9#define INSTANCEID_SEMANTIC SV_InstanceID 10#define FRONT_FACE_SEMANTIC SV_IsFrontFace 11#define FRONT_FACE_TYPE bool 12#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) 13 14// Only for d3d11 we need to have specific sv_position qualifiers in the case of a conservative depth offset 15#ifdef _CONSERVATIVE_DEPTH_OFFSET 16#undef SV_POSITION_QUALIFIERS 17#define SV_POSITION_QUALIFIERS linear noperspective centroid 18#undef DEPTH_OFFSET_SEMANTIC 19#define DEPTH_OFFSET_SEMANTIC SV_DepthLessEqual 20#endif 21 22#define CBUFFER_START(name) cbuffer name { 23#define CBUFFER_END }; 24 25#define PLATFORM_SUPPORTS_EXPLICIT_BINDING 26#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER 27#define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER 28#define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER 29 30 31// flow control attributes 32#define UNITY_BRANCH [branch] 33#define UNITY_FLATTEN [flatten] 34#define UNITY_UNROLL [unroll] 35#define UNITY_UNROLLX(_x) [unroll(_x)] 36#define UNITY_LOOP [loop] 37 38// Initialize arbitrary structure with zero values. 39// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 40#define ZERO_INITIALIZE(type, name) name = (type)0; 41#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } 42 43// Texture util abstraction 44 45#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) 46 47// Texture abstraction 48 49#define TEXTURE2D(textureName) Texture2D textureName 50#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName 51#define TEXTURECUBE(textureName) TextureCube textureName 52#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName 53#define TEXTURE3D(textureName) Texture3D textureName 54 55#define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName) 56#define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName) 57#define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName) 58#define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName) 59#define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName) 60 61#define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName) 62#define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName) 63#define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName) 64#define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName) 65#define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName) 66 67#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) 68#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) 69#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) 70#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) 71 72#define TYPED_TEXTURE2D(type, textureName) Texture2D<type> textureName 73#define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName 74#define TYPED_TEXTURE3D(type, textureName) Texture3D<type> textureName 75#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName 76#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName 77#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName 78 79#define SAMPLER(samplerName) SamplerState samplerName 80#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName 81#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue 82 83#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) 84#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) 85#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) 86#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) 87#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) 88 89#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) 90#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) 91#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) 92#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) 93 94#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName 95#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName 96#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName 97#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName 98#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName 99 100#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 101#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 102#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 103#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 104 105#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) 106#define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) 107#define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) 108#define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) 109#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) 110#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) 111#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) 112#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) 113#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) 114#define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) 115#define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) 116#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) 117#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) 118#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) 119#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) 120#define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) 121 122#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) 123#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) 124#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) 125#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) 126#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) 127#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) 128#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) 129#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) 130#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) 131#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) 132#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) 133#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) 134#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) 135#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) 136#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) 137#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) 138 139#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) 140#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) 141#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) 142#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) 143 144#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r 145#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r 146 147#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) 148#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) 149#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) 150#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) 151#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) 152#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) 153#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) 154#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) 155 156#define PLATFORM_SUPPORT_GATHER 157#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) 158#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) 159#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) 160#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) 161#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) 162#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) 163#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) 164#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)