// 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)) // TODO: We need to change this hard limit! #ifndef UNITY_SPECCUBE_LOD_STEPS #define UNITY_SPECCUBE_LOD_STEPS 6 #endif #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; // 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_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_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, min(lod, UNITY_SPECCUBE_LOD_STEPS)) #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_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 TEXTURE2D_HALF TEXTURE2D #define TEXTURE2D_FLOAT TEXTURE2D #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))