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)