A game about forced loneliness, made by TACStudios
1#define UNITY_UV_STARTS_AT_TOP 1 2#define UNITY_REVERSED_Z 1 3#define UNITY_NEAR_CLIP_VALUE (1.0) 4// This value will not go through any matrix projection conversion 5#define UNITY_RAW_FAR_CLIP_VALUE (0.0) 6#define VERTEXID_SEMANTIC SV_VertexID 7#define INSTANCEID_SEMANTIC SV_InstanceID 8#define FRONT_FACE_SEMANTIC SV_IsFrontFace 9#define FRONT_FACE_TYPE bool 10#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) 11 12#define CBUFFER_START(name) cbuffer name { 13#define CBUFFER_END }; 14 15#define PLATFORM_SUPPORTS_EXPLICIT_BINDING 16#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER 17#define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER 18#define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER 19 20// flow control attributes 21#define UNITY_BRANCH [branch] 22#define UNITY_FLATTEN [flatten] 23#define UNITY_UNROLL [unroll] 24#define UNITY_UNROLLX(_x) [unroll(_x)] 25#define UNITY_LOOP [loop] 26 27// Initialize arbitrary structure with zero values. 28// 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 29#define ZERO_INITIALIZE(type, name) name = (type)0; 30#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } 31 32// Texture util abstraction 33 34#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) 35 36// Texture abstraction 37 38#define TEXTURE2D(textureName) Texture2D textureName 39#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName 40#define TEXTURECUBE(textureName) TextureCube textureName 41#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName 42#define TEXTURE3D(textureName) Texture3D textureName 43 44#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName 45#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray_float textureName 46#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName 47#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray_float textureName 48#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName 49 50#define TEXTURE2D_HALF(textureName) Texture2D_half textureName 51#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray_half textureName 52#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName 53#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray_half textureName 54#define TEXTURE3D_HALF(textureName) Texture3D_half textureName 55 56#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) 57#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) 58#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) 59#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) 60 61#define TYPED_TEXTURE2D(type, textureName) Texture2D<type> textureName 62#define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName 63#define TYPED_TEXTURE3D(type, textureName) Texture3D<type> textureName 64#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName 65#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName 66#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName 67 68#define SAMPLER(samplerName) SamplerState samplerName 69#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName 70#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue 71 72#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) 73#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) 74#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) 75#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) 76#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) 77 78#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) 79#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) 80#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) 81#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) 82 83#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName 84#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName 85#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName 86#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName 87#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName 88 89#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 90#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 91#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 92#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName 93 94#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) 95#define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) 96#define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) 97#define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) 98#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) 99#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) 100#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) 101#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) 102#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) 103#define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) 104#define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) 105#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) 106#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) 107#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) 108#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) 109#define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) 110 111#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) 112#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) 113#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) 114#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) 115#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) 116#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) 117#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) 118#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) 119#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) 120#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) 121#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) 122#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) 123#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) 124#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) 125#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) 126#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) 127 128#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) 129#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) 130#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w) 131#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) 132 133#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r 134#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r 135 136#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) 137#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) 138#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) 139#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) 140#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex) 141#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) 142#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) 143#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) 144 145#define PLATFORM_SUPPORT_GATHER 146#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) 147#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) 148#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) 149#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) 150#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) 151#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) 152#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) 153#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) 154 155// WebGPU does not support native RenderPass. 156//#define PLATFORM_SUPPORTS_NATIVE_RENDERPASS