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