#ifndef __SHADERBASE_H__ #define __SHADERBASE_H__ half2 DirectionToSphericalTexCoordinate(half3 dir_in) { half3 dir = normalize(dir_in); // coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis. float recipPi = 1.0 / 3.1415926535897932384626433832795; return half2(1.0 - 0.5 * recipPi * atan2(dir.x, -dir.z), asin(dir.y) * recipPi + 0.5); } #ifdef UNITY_NO_CUBEMAP_ARRAY #define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEX2DARRAY #define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEX2DARRAY #define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEX2DARRAY #define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(DirectionToSphericalTexCoordinate((coord).xyz), (coord).w), lod) #else #define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEXCUBEARRAY #define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEXCUBEARRAY #define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEXCUBEARRAY #define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod) #endif // can't use UNITY_REVERSED_Z since it's not enabled in compute shaders #if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) #define REVERSE_ZBUF #endif #ifdef SHADER_API_PSSL #ifndef Texture2DMS #define Texture2DMS MS_Texture2D #endif #ifndef SampleCmpLevelZero #define SampleCmpLevelZero SampleCmpLOD0 #endif #ifndef firstbithigh #define firstbithigh FirstSetBit_Hi #endif #endif #define __HLSL 1 #define public #define unistruct cbuffer #define hbool bool #define _CB_REGSLOT(x) : register(x) #define _QALIGN(x) : packoffset(c0); float FetchDepth(Texture2D depthTexture, uint2 pixCoord) { float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0)).x; #ifdef REVERSE_ZBUF zdpth = 1.0 - zdpth; #endif return zdpth; } float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) { float zdpth = depthTexture.Load(pixCoord.xy, sampleIdx).x; #ifdef REVERSE_ZBUF zdpth = 1.0 - zdpth; #endif return zdpth; } #endif