#ifndef UNITY_INSTANCING_INCLUDED #define UNITY_INSTANCING_INCLUDED #if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) || 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) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN) #define UNITY_SUPPORT_STEREO_INSTANCING #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) || defined(SHADER_API_SWITCH) #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. // - UNITY_ANY_INSTANCING_ENABLED Defined if any 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_INSTANCING) && defined(DOTS_INSTANCING_ON) #define UNITY_DOTS_INSTANCING_ENABLED #endif #if defined(UNITY_SUPPORT_STEREO_INSTANCING) && defined(STEREO_INSTANCING_ON) #define UNITY_STEREO_INSTANCING_ENABLED #endif #if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_DOTS_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED) #define UNITY_ANY_INSTANCING_ENABLED 1 #else #define UNITY_ANY_INSTANCING_ENABLED 0 #endif #if defined(DOTS_INSTANCING_ON) && (SHADER_TARGET < 45) #error The DOTS_INSTANCING_ON keyword requires shader model 4.5 or greater ("#pragma target 4.5" or greater). #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 UNITY_ANY_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 #if defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) #define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex; output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex; #define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0; #elif defined(SHADER_API_PSSL) && defined(TESSELLATION_ON) // Use of SV_RenderTargetArrayIndex is a little more complicated if we have tessellation stages involved // This will add an extra instructions which we might be able to optimize away in some stages if we are careful. #if defined(SHADER_STAGE_VERTEX) #define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex; #define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0; #else #define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex; output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex; #define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0; #endif #else #define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex #define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #elif defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndexAsBlendIdx0 : BLENDWEIGHT0; #define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex; #define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #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.stereoTargetEyeIndexAsBlendIdx0; #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 UNITY_ANY_INSTANCING_ENABLED void UnitySetupInstanceID(uint inputInstanceID) { #ifdef UNITY_STEREO_INSTANCING_ENABLED #if !defined(SHADEROPTIONS_XR_MAX_VIEWS) || SHADEROPTIONS_XR_MAX_VIEWS <= 2 #if defined(SHADER_API_GLES3) // We must calculate the stereo eye index differently for GLES3 // because otherwise, the unity shader compiler will emit a bitfieldInsert function. // bitfieldInsert requires support for glsl version 400 or later. Therefore the // generated glsl code will fail to compile on lower end devices. By changing the // way we calculate the stereo eye index, we can help the shader compiler to avoid // emitting the bitfieldInsert function and thereby increase the number of devices we // can run stereo instancing on. unity_StereoEyeIndex = round(fmod(inputInstanceID, 2.0)); unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1); #else // stereo eye index is automatically figured out from the instance ID unity_StereoEyeIndex = inputInstanceID & 0x01; unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1); #endif #else unity_StereoEyeIndex = inputInstanceID % _XRViewCount; unity_InstanceID = unity_BaseInstanceID + (inputInstanceID / _XRViewCount); #endif #else unity_InstanceID = inputInstanceID + unity_BaseInstanceID; #endif } #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();} #endif #else #define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));} #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) || defined(UNITY_DOTS_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)) || defined(SHADER_API_SWITCH) #define UNITY_INSTANCED_ARRAY_SIZE 250 #else #define UNITY_INSTANCED_ARRAY_SIZE 500 #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) #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; #define UNITY_ACCESS_INSTANCED_PROP(arr, var) var #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl" #else #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 #define UNITY_DOTS_INSTANCING_START(name) #define UNITY_DOTS_INSTANCING_END(name) #define UNITY_DOTS_INSTANCED_PROP(type, name) #define UNITY_ACCESS_DOTS_INSTANCED_PROP(type, var) var #define UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(type, metadata_underscore_var) This_macro_cannot_be_called_without_UNITY_DOTS_INSTANCING_ENABLED #define UNITY_ACCESS_DOTS_AND_TRADITIONAL_INSTANCED_PROP(type, arr, var) UNITY_ACCESS_INSTANCED_PROP(arr, var) #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 #if defined(UNITY_INSTANCED_RENDERING_LAYER) #define UNITY_USE_RENDERINGLAYER_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 !defined(DYNAMICLIGHTMAP_ON) #define UNITY_USE_SHCOEFFS_ARRAYS #endif #if defined(SHADOWS_SHADOWMASK) #define UNITY_USE_PROBESOCCLUSION_ARRAY #endif #endif #if !defined(UNITY_DOTS_INSTANCING_ENABLED) UNITY_INSTANCING_BUFFER_START(PerDraw0) #ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray) #if UNITY_WORLDTOOBJECTARRAY_CB == 0 UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray) #endif #endif #if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE) UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray) #define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xyxx #endif #if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE) UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray) #define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_RenderingLayerArray).xxxx #endif // TODO: Hybrid V1 compatibility, remove once Hybrid V1 is removed #if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED) && defined(HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS) HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS #endif UNITY_INSTANCING_BUFFER_END(unity_Builtins0) UNITY_INSTANCING_BUFFER_START(PerDraw1) #if !defined(UNITY_DONT_INSTANCE_OBJECT_MATRICES) && 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(float2, unity_LODFadeArray) #define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xyxx #endif #if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE) UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray) #define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_RenderingLayerArray).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) UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapIndexArray) #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) UNITY_INSTANCING_BUFFER_START(PerDraw3) UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_PrevObjectToWorldArray) UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_PrevWorldToObjectArray) UNITY_INSTANCING_BUFFER_END(unity_Builtins3) #endif // TODO: What about UNITY_DONT_INSTANCE_OBJECT_MATRICES for DOTS? #if defined(UNITY_DOTS_INSTANCING_ENABLED) #undef UNITY_MATRIX_M #undef UNITY_MATRIX_I_M #undef UNITY_PREV_MATRIX_M #undef UNITY_PREV_MATRIX_I_M #ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING #define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_ObjectToWorld))) #define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_WorldToObject))) #define UNITY_PREV_MATRIX_M ApplyCameraTranslationToMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_MatrixPreviousM))) #define UNITY_PREV_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_MatrixPreviousMI))) #else #define UNITY_MATRIX_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_ObjectToWorld)) #define UNITY_MATRIX_I_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_WorldToObject)) #define UNITY_PREV_MATRIX_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_MatrixPreviousM)) #define UNITY_PREV_MATRIX_I_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadataunity_MatrixPreviousMI)) #endif #else #ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES #undef UNITY_MATRIX_M #undef UNITY_MATRIX_I_M #undef UNITY_PREV_MATRIX_M #undef UNITY_PREV_MATRIX_I_M // Use #if instead of preprocessor concatenation to avoid really hard to debug // preprocessing issues in some cases. #if UNITY_WORLDTOOBJECTARRAY_CB == 0 #define UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY unity_Builtins0 #else #define UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY unity_Builtins1 #endif #ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING #define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)) #define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(UNITY_ACCESS_INSTANCED_PROP(UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY, unity_WorldToObjectArray)) #define UNITY_PREV_MATRIX_M ApplyCameraTranslationToMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins3, unity_PrevObjectToWorldArray)) #define UNITY_PREV_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins3, unity_PrevWorldToObjectArray)) #else #define UNITY_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray) #define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY, unity_WorldToObjectArray) #define UNITY_PREV_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins3, unity_PrevObjectToWorldArray) #define UNITY_PREV_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins3, unity_PrevWorldToObjectArray) #endif #endif #endif #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 #endif // UNITY_INSTANCING_INCLUDED