92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
53 lines
2.4 KiB
HLSL
53 lines
2.4 KiB
HLSL
#define UNITY_UV_STARTS_AT_TOP 1
|
|
#define UNITY_REVERSED_Z 1
|
|
#define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50)
|
|
#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
|
|
|
|
#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
|
|
#define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName
|
|
|
|
#define TEXTURE2D(textureName) Texture2D textureName
|
|
#define SAMPLER2D(samplerName) SamplerState samplerName
|
|
|
|
#define TEXTURE3D(textureName) Texture3D textureName
|
|
#define SAMPLER3D(samplerName) SamplerState samplerName
|
|
|
|
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
|
|
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
|
|
|
|
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
|
|
#define TEXTURE3D_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_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
|
|
|
#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0))
|
|
#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod))
|
|
|
|
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
|
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
|
|
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
|
|
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
|
|
|
|
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
|
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
|
|
|
#define UNITY_BRANCH [branch]
|
|
#define UNITY_FLATTEN [flatten]
|
|
#define UNITY_UNROLL [unroll]
|
|
#define UNITY_LOOP [loop]
|
|
#define UNITY_FASTOPT [fastopt]
|
|
|
|
#define CBUFFER_START(name) cbuffer name {
|
|
#define CBUFFER_END };
|
|
|
|
#if UNITY_GATHER_SUPPORTED
|
|
#define FXAA_HLSL_5 1
|
|
#define SMAA_HLSL_4_1 1
|
|
#else
|
|
#define FXAA_HLSL_4 1
|
|
#define SMAA_HLSL_4 1
|
|
#endif
|