Firstborn/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/Deprecated.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNIVERSAL_DEPRECATED_INCLUDED
#define UNIVERSAL_DEPRECATED_INCLUDED
// Stereo-related bits
#define SCREENSPACE_TEXTURE TEXTURE2D_X
#define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_X_FLOAT
#define SCREENSPACE_TEXTURE_HALF TEXTURE2D_X_HALF
// Typo-fixes, re-route to new name for backwards compatiblity (if there are external dependencies).
#define kDieletricSpec kDielectricSpec
#define DirectBDRF DirectBRDF
// Deprecated: not using consistent naming convention
#if defined(USING_STEREO_MATRICES)
#define unity_StereoMatrixIP unity_StereoMatrixInvP
#define unity_StereoMatrixIVP unity_StereoMatrixInvVP
#endif
// Previously used when rendering with DrawObjectsPass.
// Global object render pass data containing various settings.
// x,y,z are currently unused
// w is used for knowing whether the object is opaque(1) or alpha blended(0)
half4 _DrawObjectPassData;
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
// _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
#define _AdditionalShadowsIndices _AdditionalShadowParams_SSBO
// _AdditionalShadowsBuffer was deprecated - To access a shadow slice's matrix, use _AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex] - To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex) [see Shadows.hlsl]
#define _AdditionalShadowsBuffer _AdditionalLightsWorldToShadow_SSBO
#endif
// Deprecated: even when USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA is defined we do not this structure anymore, because worldToShadowMatrix and shadowParams must be stored in arrays of different sizes
// To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
// To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl]
struct ShadowData
{
float4x4 worldToShadowMatrix; // per-shadow-slice
float4 shadowParams; // per-casting-light
};
#endif // UNIVERSAL_DEPRECATED_INCLUDED