您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
342 行
17 KiB
342 行
17 KiB
#ifndef UNITY_INSTANCING_INCLUDED
|
|
#define UNITY_INSTANCING_INCLUDED
|
|
|
|
#ifndef UNITY_SHADER_VARIABLES_INCLUDED
|
|
// We will redefine some built-in shader params e.g. unity_ObjectToWorld and unity_WorldToObject.
|
|
#error "Please include ShaderVariables.hlsl first."
|
|
#endif
|
|
|
|
#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))
|
|
#define UNITY_SUPPORT_INSTANCING
|
|
#endif
|
|
|
|
#if defined(SHADER_API_SWITCH)
|
|
#define UNITY_SUPPORT_INSTANCING
|
|
#endif
|
|
|
|
#if defined(SHADER_API_D3D11)
|
|
#define UNITY_SUPPORT_STEREO_INSTANCING
|
|
#endif
|
|
|
|
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_METAL) || defined(SHADER_API_SWITCH)
|
|
#define UNITY_INSTANCING_AOS
|
|
#endif
|
|
|
|
// These platforms support dynamically adjusting the instancing CB size according to the current batch.
|
|
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
|
|
#define UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE
|
|
#endif
|
|
|
|
#if defined(SHADER_TARGET_SURFACE_ANALYSIS) && defined(UNITY_SUPPORT_INSTANCING)
|
|
#undef UNITY_SUPPORT_INSTANCING
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////
|
|
// instancing paths
|
|
// - UNITY_INSTANCING_ENABLED Defined if instancing path is taken.
|
|
// - UNITY_PROCEDURAL_INSTANCING_ENABLED Defined if procedural instancing path is taken.
|
|
// - UNITY_STEREO_INSTANCING_ENABLED Defined if stereo instancing path is taken.
|
|
#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)
|
|
#define UNITY_INSTANCING_ENABLED
|
|
#endif
|
|
#if defined(UNITY_SUPPORT_INSTANCING) && defined(PROCEDURAL_INSTANCING_ON)
|
|
#define UNITY_PROCEDURAL_INSTANCING_ENABLED
|
|
#endif
|
|
#if defined(UNITY_SUPPORT_STEREO_INSTANCING) && defined(STEREO_INSTANCING_ON)
|
|
#define UNITY_STEREO_INSTANCING_ENABLED
|
|
#endif
|
|
|
|
#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
|
|
// These platforms have constant buffers disabled normally, but not here (see CBUFFER_START/CBUFFER_END in HLSLSupport.cginc).
|
|
#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) cbuffer name {
|
|
#define UNITY_INSTANCING_CBUFFER_SCOPE_END }
|
|
#else
|
|
#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) CBUFFER_START(name)
|
|
#define UNITY_INSTANCING_CBUFFER_SCOPE_END CBUFFER_END
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////
|
|
// basic instancing setups
|
|
// - UNITY_VERTEX_INPUT_INSTANCE_ID Declare instance ID field in vertex shader input / output struct.
|
|
// - UNITY_GET_INSTANCE_ID (Internal) Get the instance ID from input struct.
|
|
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
|
|
|
|
// A global instance ID variable that functions can directly access.
|
|
static uint unity_InstanceID;
|
|
|
|
// Don't make UnityDrawCallInfo an actual CB on GL
|
|
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
|
|
UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityDrawCallInfo)
|
|
#endif
|
|
int unity_BaseInstanceID;
|
|
int unity_InstanceCount;
|
|
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
|
|
UNITY_INSTANCING_CBUFFER_SCOPE_END
|
|
#endif
|
|
|
|
#ifdef SHADER_API_PSSL
|
|
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID;
|
|
#define UNITY_GET_INSTANCE_ID(input) _GETINSTANCEID(input)
|
|
#else
|
|
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID : SV_InstanceID;
|
|
#define UNITY_GET_INSTANCE_ID(input) input.instanceID
|
|
#endif
|
|
|
|
#else
|
|
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
#endif // UNITY_INSTANCING_ENABLED || UNITY_PROCEDURAL_INSTANCING_ENABLED || UNITY_STEREO_INSTANCING_ENABLED
|
|
|
|
#if !defined(UNITY_VERTEX_INPUT_INSTANCE_ID)
|
|
# define UNITY_VERTEX_INPUT_INSTANCE_ID DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////
|
|
// basic stereo instancing setups
|
|
// - UNITY_VERTEX_OUTPUT_STEREO Declare stereo target eye field in vertex shader output struct.
|
|
// - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO Assign the stereo target eye.
|
|
// - UNITY_TRANSFER_VERTEX_OUTPUT_STEREO Copy stero target from input struct to output struct. Used in vertex shader.
|
|
// - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
|
#ifdef UNITY_STEREO_INSTANCING_ENABLED
|
|
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
|
|
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndex = unity_StereoEyeIndex
|
|
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndex = input.stereoTargetEyeIndex;
|
|
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndex;
|
|
#elif defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
|
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndex : BLENDWEIGHT0;
|
|
// HACK: Workaround for Mali shader compiler issues with directly using GL_ViewID_OVR (GL_OVR_multiview). This array just contains the values 0 and 1.
|
|
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndex = unity_StereoEyeIndices[unity_StereoEyeIndex].x;
|
|
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndex = input.stereoTargetEyeIndex;
|
|
#if defined(SHADER_STAGE_VERTEX)
|
|
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
|
#else
|
|
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = (uint) input.stereoTargetEyeIndex;
|
|
#endif
|
|
#else
|
|
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
|
|
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
|
|
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
|
|
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
|
#endif
|
|
|
|
|
|
#if !defined(UNITY_VERTEX_OUTPUT_STEREO)
|
|
# define UNITY_VERTEX_OUTPUT_STEREO DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
|
|
#endif
|
|
#if !defined(UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO)
|
|
# define UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
|
|
#endif
|
|
#if !defined(UNITY_TRANSFER_VERTEX_OUTPUT_STEREO)
|
|
# define UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
|
|
#endif
|
|
#if !defined(UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX)
|
|
# define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////
|
|
// - UNITY_SETUP_INSTANCE_ID Should be used at the very beginning of the vertex shader / fragment shader,
|
|
// so that succeeding code can have access to the global unity_InstanceID.
|
|
// Also procedural function is called to setup instance data.
|
|
// - UNITY_TRANSFER_INSTANCE_ID Copy instance ID from input struct to output struct. Used in vertex shader.
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
|
|
void UnitySetupInstanceID(uint inputInstanceID)
|
|
{
|
|
#ifdef UNITY_STEREO_INSTANCING_ENABLED
|
|
// stereo eye index is automatically figured out from the instance ID
|
|
unity_StereoEyeIndex = inputInstanceID & 0x01;
|
|
unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
|
|
#else
|
|
unity_InstanceID = inputInstanceID + unity_BaseInstanceID;
|
|
#endif
|
|
}
|
|
void UnitySetupCompoundMatrices();
|
|
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
|
#ifndef UNITY_INSTANCING_PROCEDURAL_FUNC
|
|
#error "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined."
|
|
#else
|
|
void UNITY_INSTANCING_PROCEDURAL_FUNC(); // forward declaration of the procedural function
|
|
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC(); UnitySetupCompoundMatrices(); }
|
|
#endif
|
|
#else
|
|
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UnitySetupCompoundMatrices(); }
|
|
#endif
|
|
#define UNITY_TRANSFER_INSTANCE_ID(input, output) output.instanceID = UNITY_GET_INSTANCE_ID(input)
|
|
#else
|
|
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
|
|
#define UNITY_TRANSFER_INSTANCE_ID(input, output)
|
|
#endif
|
|
|
|
#if !defined(UNITY_SETUP_INSTANCE_ID)
|
|
# define UNITY_SETUP_INSTANCE_ID(input) DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////
|
|
// instanced property arrays
|
|
#if defined(UNITY_INSTANCING_ENABLED)
|
|
|
|
#ifdef UNITY_FORCE_MAX_INSTANCE_COUNT
|
|
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_FORCE_MAX_INSTANCE_COUNT
|
|
#elif defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
|
|
#define UNITY_INSTANCED_ARRAY_SIZE 2 // minimum array size that ensures dynamic indexing
|
|
#elif defined(UNITY_MAX_INSTANCE_COUNT)
|
|
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_MAX_INSTANCE_COUNT
|
|
#else
|
|
#if defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)
|
|
#define UNITY_INSTANCED_ARRAY_SIZE 250
|
|
#else
|
|
#define UNITY_INSTANCED_ARRAY_SIZE 500
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef UNITY_INSTANCING_AOS
|
|
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct {
|
|
#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
|
|
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
|
|
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
|
|
#else
|
|
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf)
|
|
#define UNITY_INSTANCING_BUFFER_END(arr) UNITY_INSTANCING_CBUFFER_SCOPE_END
|
|
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var[UNITY_INSTANCED_ARRAY_SIZE];
|
|
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var[unity_InstanceID]
|
|
#endif
|
|
|
|
// Put worldToObject array to a separate CB if UNITY_ASSUME_UNIFORM_SCALING is defined. Most of the time it will not be used.
|
|
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
|
#define UNITY_WORLDTOOBJECTARRAY_CB 1
|
|
#else
|
|
#define UNITY_WORLDTOOBJECTARRAY_CB 0
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCED_LOD_FADE) && (defined(LOD_FADE_PERCENTAGE) || defined(LOD_FADE_CROSSFADE))
|
|
#define UNITY_USE_LODFADE_ARRAY
|
|
#endif
|
|
|
|
#ifdef UNITY_INSTANCED_LIGHTMAPSTS
|
|
#ifdef LIGHTMAP_ON
|
|
#define UNITY_USE_LIGHTMAPST_ARRAY
|
|
#endif
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
#define UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
|
|
#if UNITY_SHOULD_SAMPLE_SH
|
|
#define UNITY_USE_SHCOEFFS_ARRAYS
|
|
#endif
|
|
#if defined(UNITY_PASS_DEFERRED) && defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
#define UNITY_USE_PROBESOCCLUSION_ARRAY
|
|
#endif
|
|
#endif
|
|
|
|
UNITY_INSTANCING_BUFFER_START(PerDraw0)
|
|
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
|
|
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
|
|
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
|
|
#endif
|
|
#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
|
|
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
|
|
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
|
|
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xxxx
|
|
#endif
|
|
UNITY_INSTANCING_BUFFER_END(unity_Builtins0)
|
|
|
|
UNITY_INSTANCING_BUFFER_START(PerDraw1)
|
|
#if UNITY_WORLDTOOBJECTARRAY_CB == 1
|
|
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
|
|
#endif
|
|
#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
|
|
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
|
|
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
|
|
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xxxx
|
|
#endif
|
|
UNITY_INSTANCING_BUFFER_END(unity_Builtins1)
|
|
|
|
UNITY_INSTANCING_BUFFER_START(PerDraw2)
|
|
#ifdef UNITY_USE_LIGHTMAPST_ARRAY
|
|
UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapSTArray)
|
|
#define unity_LightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_LightmapSTArray)
|
|
#endif
|
|
#ifdef UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
|
|
UNITY_DEFINE_INSTANCED_PROP(float4, unity_DynamicLightmapSTArray)
|
|
#define unity_DynamicLightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_DynamicLightmapSTArray)
|
|
#endif
|
|
#ifdef UNITY_USE_SHCOEFFS_ARRAYS
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHArArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAgArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAbArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBrArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBgArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBbArray)
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHCArray)
|
|
#define unity_SHAr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHArArray)
|
|
#define unity_SHAg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAgArray)
|
|
#define unity_SHAb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAbArray)
|
|
#define unity_SHBr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBrArray)
|
|
#define unity_SHBg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBgArray)
|
|
#define unity_SHBb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBbArray)
|
|
#define unity_SHC UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHCArray)
|
|
#endif
|
|
#ifdef UNITY_USE_PROBESOCCLUSION_ARRAY
|
|
UNITY_DEFINE_INSTANCED_PROP(half4, unity_ProbesOcclusionArray)
|
|
#define unity_ProbesOcclusion UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_ProbesOcclusionArray)
|
|
#endif
|
|
UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
|
|
|
|
#define unity_ObjectToWorld UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
|
|
|
|
#define MERGE_UNITY_BUILTINS_INDEX(X) unity_Builtins##X
|
|
|
|
#define unity_WorldToObject UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
|
|
|
|
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
|
|
{
|
|
return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(pos, 1.0)));
|
|
}
|
|
inline float4 UnityObjectToClipPosInstanced(float4 pos)
|
|
{
|
|
return UnityObjectToClipPosInstanced(pos.xyz);
|
|
}
|
|
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
|
|
|
|
#else // UNITY_INSTANCING_ENABLED
|
|
|
|
// in procedural mode we don't need cbuffer, and properties are not uniforms
|
|
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
|
#define UNITY_INSTANCING_BUFFER_START(buf)
|
|
#define UNITY_INSTANCING_BUFFER_END(arr)
|
|
#define UNITY_DEFINE_INSTANCED_PROP(type, var) static type var;
|
|
#else
|
|
#define UNITY_INSTANCING_BUFFER_START(buf) CBUFFER_START(buf)
|
|
#define UNITY_INSTANCING_BUFFER_END(arr) CBUFFER_END
|
|
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
|
|
#endif
|
|
|
|
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
|
|
|
|
#endif // UNITY_INSTANCING_ENABLED
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
|
|
// The following matrix evaluations depend on the static var unity_InstanceID & unity_StereoEyeIndex. They need to be initialized after UnitySetupInstanceID.
|
|
static float4x4 unity_MatrixMVP_Instanced;
|
|
static float4x4 unity_MatrixMV_Instanced;
|
|
static float4x4 unity_MatrixTMV_Instanced;
|
|
static float4x4 unity_MatrixITMV_Instanced;
|
|
void UnitySetupCompoundMatrices()
|
|
{
|
|
unity_MatrixMVP_Instanced = mul(UNITY_MATRIX_VP, unity_ObjectToWorld);
|
|
unity_MatrixMV_Instanced = mul(UNITY_MATRIX_V, unity_ObjectToWorld);
|
|
unity_MatrixTMV_Instanced = transpose(unity_MatrixMV_Instanced);
|
|
unity_MatrixITMV_Instanced = transpose(mul(unity_WorldToObject, unity_MatrixInvV));
|
|
}
|
|
#undef UNITY_MATRIX_MVP
|
|
#undef UNITY_MATRIX_MV
|
|
#undef UNITY_MATRIX_T_MV
|
|
#undef UNITY_MATRIX_IT_MV
|
|
#define UNITY_MATRIX_MVP unity_MatrixMVP_Instanced
|
|
#define UNITY_MATRIX_MV unity_MatrixMV_Instanced
|
|
#define UNITY_MATRIX_T_MV unity_MatrixTMV_Instanced
|
|
#define UNITY_MATRIX_IT_MV unity_MatrixITMV_Instanced
|
|
#endif
|
|
|
|
#endif // UNITY_INSTANCING_INCLUDED
|