浏览代码
Revert "Add more GLES3 and Vulkan shader libraries."
Revert "Add more GLES3 and Vulkan shader libraries."
This reverts commit f491bb59591c78736427ca92d2067f445f1630c5./main
David Rogers
8 年前
当前提交
c564d3bd
共有 7 个文件被更改,包括 0 次插入 和 212 次删除
-
4Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl
-
4Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
-
4Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl
-
91Assets/ScriptableRenderPipeline/ShaderLibrary/API/GLES3.hlsl
-
9Assets/ScriptableRenderPipeline/ShaderLibrary/API/GLES3.hlsl.meta
-
91Assets/ScriptableRenderPipeline/ShaderLibrary/API/Vulkan.hlsl
-
9Assets/ScriptableRenderPipeline/ShaderLibrary/API/Vulkan.hlsl.meta
|
|||
// This file assume SHADER_API_D3D11 is defined |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 1 |
|||
#define UNITY_REVERSED_Z 1 |
|||
#define UNITY_NEAR_CLIP_VALUE (1.0) |
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (0.0) |
|||
#define FRONT_FACE_SEMATIC SV_IsFrontFace |
|||
#define FRONT_FACE_TYPE bool |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) cbuffer name { |
|||
#define CBUFFER_END }; |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// 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 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) Texture2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|||
#define TEXTURECUBE(textureName) TextureCube textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|||
#define TEXTURE3D(textureName) Texture3D textureName |
|||
|
|||
#define SAMPLER2D(samplerName) SamplerState samplerName |
|||
#define SAMPLERCUBE(samplerName) SamplerState samplerName |
|||
#define SAMPLER3D(samplerName) SamplerState samplerName |
|||
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
|||
|
|||
#define TEXTURE2D_HALF TEXTURE2D |
|||
#define TEXTURE2D_FLOAT TEXTURE2D |
|||
#define TEXTURE3D_HALF TEXTURE3D |
|||
#define TEXTURE3D_FLOAT TEXTURE3D |
|||
#define SAMPLER2D_HALF SAMPLER2D |
|||
#define SAMPLER2D_FLOAT SAMPLER2D |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|||
|
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
|
|||
fileFormatVersion: 2 |
|||
guid: 23a18a94aa8db4fcc9d1033ff6c8ed41 |
|||
timeCreated: 1496175984 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
// This file assume SHADER_API_D3D11 is defined |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 1 |
|||
#define UNITY_REVERSED_Z 1 |
|||
#define UNITY_NEAR_CLIP_VALUE (1.0) |
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (0.0) |
|||
#define FRONT_FACE_SEMATIC SV_IsFrontFace |
|||
#define FRONT_FACE_TYPE bool |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) cbuffer name { |
|||
#define CBUFFER_END }; |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// 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 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) Texture2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|||
#define TEXTURECUBE(textureName) TextureCube textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|||
#define TEXTURE3D(textureName) Texture3D textureName |
|||
|
|||
#define SAMPLER2D(samplerName) SamplerState samplerName |
|||
#define SAMPLERCUBE(samplerName) SamplerState samplerName |
|||
#define SAMPLER3D(samplerName) SamplerState samplerName |
|||
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
|||
|
|||
#define TEXTURE2D_HALF TEXTURE2D |
|||
#define TEXTURE2D_FLOAT TEXTURE2D |
|||
#define TEXTURE3D_HALF TEXTURE3D |
|||
#define TEXTURE3D_FLOAT TEXTURE3D |
|||
#define SAMPLER2D_HALF SAMPLER2D |
|||
#define SAMPLER2D_FLOAT SAMPLER2D |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|||
|
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
|
|||
fileFormatVersion: 2 |
|||
guid: 5b72097a8d7df47888f3f6987e524f58 |
|||
timeCreated: 1496175984 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue