#ifndef UNITY_TEXTURE_INCLUDED #define UNITY_TEXTURE_INCLUDED #ifdef SHADER_API_GLES #define UNITY_BARE_SAMPLER(n) GLES2UnsupportedSamplerState n #else #define UNITY_BARE_SAMPLER(n) SAMPLER(n) #endif struct GLES2UnsupportedSamplerState { }; UNITY_BARE_SAMPLER(default_sampler_Linear_Repeat); struct UnitySamplerState { UNITY_BARE_SAMPLER(samplerstate); }; #ifdef SHADER_API_GLES #define UnityBuildSamplerStateStruct(n) UnityBuildSamplerStateStructInternal() #else #define UnityBuildSamplerStateStruct(n) UnityBuildSamplerStateStructInternal(n) #endif UnitySamplerState UnityBuildSamplerStateStructInternal(SAMPLER(samplerstate)) { UnitySamplerState result; #ifndef SHADER_API_GLES result.samplerstate = samplerstate; #endif return result; } struct UnityTexture2D { TEXTURE2D(tex); UNITY_BARE_SAMPLER(samplerstate); float4 texelSize; float4 scaleTranslate; // these functions allows users to convert code using Texture2D to UnityTexture2D by simply changing the type of the variable // the existing texture macros will call these functions, which will forward the call to the texture appropriately float4 Sample(UnitySamplerState s, float2 uv) { return SAMPLE_TEXTURE2D(tex, s.samplerstate, uv); } float4 SampleLevel(UnitySamplerState s, float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s.samplerstate, uv, lod); } float4 SampleBias(UnitySamplerState s, float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s.samplerstate, uv, bias); } float4 SampleGrad(UnitySamplerState s, float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); } float2 GetTransformedUV(float2 uv) { return uv * scaleTranslate.xy + scaleTranslate.zw; } #ifndef SHADER_API_GLES float CalculateLevelOfDetail(UnitySamplerState s, float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s.samplerstate, uv); } float4 Sample(SAMPLER(s), float2 uv) { return SAMPLE_TEXTURE2D(tex, s, uv); } float4 SampleLevel(SAMPLER(s), float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uv, lod); } float4 SampleBias(SAMPLER(s), float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s, uv, bias); } float4 SampleGrad(SAMPLER(s), float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); } float4 SampleCmpLevelZero(SAMPLER_CMP(s), float2 uv, float cmp) { return SAMPLE_TEXTURE2D_SHADOW(tex, s, float3(uv, cmp)); } float4 Load(int3 pixel) { return LOAD_TEXTURE2D_LOD(tex, pixel.xy, pixel.z); } float CalculateLevelOfDetail(SAMPLER(s), float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s, uv); } #endif #ifdef PLATFORM_SUPPORT_GATHER float4 Gather(UnitySamplerState s, float2 uv) { return GATHER_TEXTURE2D(tex, s.samplerstate, uv); } float4 GatherRed(UnitySamplerState s, float2 uv) { return GATHER_RED_TEXTURE2D(tex, s.samplerstate, uv); } float4 GatherGreen(UnitySamplerState s, float2 uv) { return GATHER_GREEN_TEXTURE2D(tex, s.samplerstate, uv); } float4 GatherBlue(UnitySamplerState s, float2 uv) { return GATHER_BLUE_TEXTURE2D(tex, s.samplerstate, uv); } float4 GatherAlpha(UnitySamplerState s, float2 uv) { return GATHER_ALPHA_TEXTURE2D(tex, s.samplerstate, uv); } float4 Gather(SAMPLER(s), float2 uv) { return GATHER_TEXTURE2D(tex, s, uv); } float4 GatherRed(SAMPLER(s), float2 uv) { return GATHER_RED_TEXTURE2D(tex, s, uv); } float4 GatherGreen(SAMPLER(s), float2 uv) { return GATHER_GREEN_TEXTURE2D(tex, s, uv); } float4 GatherBlue(SAMPLER(s), float2 uv) { return GATHER_BLUE_TEXTURE2D(tex, s, uv); } float4 GatherAlpha(SAMPLER(s), float2 uv) { return GATHER_ALPHA_TEXTURE2D(tex, s, uv); } #endif }; float4 tex2D(UnityTexture2D tex, float2 uv) { return SAMPLE_TEXTURE2D(tex.tex, tex.samplerstate, uv); } float4 tex2Dlod(UnityTexture2D tex, float4 uv0l) { return SAMPLE_TEXTURE2D_LOD(tex.tex, tex.samplerstate, uv0l.xy, uv0l.w); } float4 tex2Dbias(UnityTexture2D tex, float4 uv0b) { return SAMPLE_TEXTURE2D_BIAS(tex.tex, tex.samplerstate, uv0b.xy, uv0b.w); } #define UnityBuildTexture2DStruct(n) UnityBuildTexture2DStructInternal(TEXTURE2D_ARGS(n, sampler##n), n##_TexelSize, n##_ST) #define UnityBuildTexture2DStructNoScale(n) UnityBuildTexture2DStructInternal(TEXTURE2D_ARGS(n, sampler##n), n##_TexelSize, float4(1, 1, 0, 0)) UnityTexture2D UnityBuildTexture2DStructInternal(TEXTURE2D_PARAM(tex, samplerstate), float4 texelSize, float4 scaleTranslate) { UnityTexture2D result; result.tex = tex; #ifndef SHADER_API_GLES result.samplerstate = samplerstate; #endif result.texelSize = texelSize; result.scaleTranslate = scaleTranslate; return result; } struct UnityTexture2DArray { TEXTURE2D_ARRAY(tex); UNITY_BARE_SAMPLER(samplerstate); // these functions allows users to convert code using Texture2DArray to UnityTexture2DArray by simply changing the type of the variable // the existing texture macros will call these functions, which will forward the call to the texture appropriately #ifndef SHADER_API_GLES float4 Sample(UnitySamplerState s, float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s.samplerstate, uv.xy, uv.z); } float4 SampleLevel(UnitySamplerState s, float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s.samplerstate, uv.xy, uv.z, lod); } float4 SampleBias(UnitySamplerState s, float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s.samplerstate, uv.xy, uv.z, bias); } float4 SampleGrad(UnitySamplerState s, float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); } float4 Sample(SAMPLER(s), float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s, uv.xy, uv.z); } float4 SampleLevel(SAMPLER(s), float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s, uv.xy, uv.z, lod); } float4 SampleBias(SAMPLER(s), float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s, uv.xy, uv.z, bias); } float4 SampleGrad(SAMPLER(s), float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); } float4 SampleCmpLevelZero(SAMPLER_CMP(s), float3 uv, float cmp) { return SAMPLE_TEXTURE2D_ARRAY_SHADOW(tex, s, float3(uv.xy, cmp), uv.z); } float4 Load(int4 pixel) { return LOAD_TEXTURE2D_ARRAY(tex, pixel.xy, pixel.z); } #endif }; #define UnityBuildTexture2DArrayStruct(n) UnityBuildTexture2DArrayStructInternal(TEXTURE2D_ARRAY_ARGS(n, sampler##n)) UnityTexture2DArray UnityBuildTexture2DArrayStructInternal(TEXTURE2D_ARRAY_PARAM(tex, samplerstate)) { UnityTexture2DArray result; result.tex = tex; #ifndef SHADER_API_GLES result.samplerstate = samplerstate; #endif return result; } struct UnityTextureCube { TEXTURECUBE(tex); UNITY_BARE_SAMPLER(samplerstate); // these functions allows users to convert code using TextureCube to UnityTextureCube by simply changing the type of the variable // the existing texture macros will call these functions, which will forward the call to the texture appropriately float4 Sample(UnitySamplerState s, float3 dir) { return SAMPLE_TEXTURECUBE(tex, s.samplerstate, dir); } float4 SampleLevel(UnitySamplerState s, float3 dir, float lod) { return SAMPLE_TEXTURECUBE_LOD(tex, s.samplerstate, dir, lod); } float4 SampleBias(UnitySamplerState s, float3 dir, float bias) { return SAMPLE_TEXTURECUBE_BIAS(tex, s.samplerstate, dir, bias); } #ifndef SHADER_API_GLES float4 Sample(SAMPLER(s), float3 dir) { return SAMPLE_TEXTURECUBE(tex, s, dir); } float4 SampleLevel(SAMPLER(s), float3 dir, float lod) { return SAMPLE_TEXTURECUBE_LOD(tex, s, dir, lod); } float4 SampleBias(SAMPLER(s), float3 dir, float bias) { return SAMPLE_TEXTURECUBE_BIAS(tex, s, dir, bias); } #endif #ifdef PLATFORM_SUPPORT_GATHER float4 Gather(UnitySamplerState s, float3 dir) { return GATHER_TEXTURECUBE(tex, s.samplerstate, dir); } float4 Gather(SAMPLER(s), float3 dir) { return GATHER_TEXTURECUBE(tex, s, dir); } #endif }; float4 texCUBE(UnityTextureCube tex, float3 dir) { return SAMPLE_TEXTURECUBE(tex.tex, tex.samplerstate, dir); } float4 texCUBEbias(UnityTextureCube tex, float4 dirBias) { return SAMPLE_TEXTURECUBE_BIAS(tex.tex, tex.samplerstate, dirBias.xyz, dirBias.w); } #define UnityBuildTextureCubeStruct(n) UnityBuildTextureCubeStructInternal(TEXTURECUBE_ARGS(n, sampler##n)) UnityTextureCube UnityBuildTextureCubeStructInternal(TEXTURECUBE_PARAM(tex, samplerstate)) { UnityTextureCube result; result.tex = tex; #ifndef SHADER_API_GLES result.samplerstate = samplerstate; #endif return result; } struct UnityTexture3D { TEXTURE3D(tex); UNITY_BARE_SAMPLER(samplerstate); // these functions allows users to convert code using Texture3D to UnityTexture3D by simply changing the type of the variable // the existing texture macros will call these functions, which will forward the call to the texture appropriately float4 Sample(UnitySamplerState s, float3 uvw) { return SAMPLE_TEXTURE3D(tex, s.samplerstate, uvw); } #ifndef SHADER_API_GLES float4 SampleLevel(UnitySamplerState s, float3 uvw, float lod) { return SAMPLE_TEXTURE3D_LOD(tex, s.samplerstate, uvw, lod); } float4 Sample(SAMPLER(s), float3 uvw) { return SAMPLE_TEXTURE2D(tex, s, uvw); } float4 SampleLevel(SAMPLER(s), float3 uvw, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uvw, lod); } float4 Load(int4 pixel) { return LOAD_TEXTURE3D_LOD(tex, pixel.xyz, pixel.w); } #endif }; float4 tex3D(UnityTexture3D tex, float3 uvw) { return SAMPLE_TEXTURE3D(tex.tex, tex.samplerstate, uvw); } #define UnityBuildTexture3DStruct(n) UnityBuildTexture3DStructInternal(TEXTURE3D_ARGS(n, sampler##n)) UnityTexture3D UnityBuildTexture3DStructInternal(TEXTURE3D_PARAM(tex, samplerstate)) { UnityTexture3D result; result.tex = tex; #ifndef SHADER_API_GLES result.samplerstate = samplerstate; #endif return result; } #endif // UNITY_TEXTURE_INCLUDED