9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
432 lines
24 KiB
HLSL
432 lines
24 KiB
HLSL
#ifndef UNITY_INSTANCING_INCLUDED
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#define UNITY_INSTANCING_INCLUDED
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#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))
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#define UNITY_SUPPORT_INSTANCING
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#endif
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#if defined(SHADER_API_SWITCH)
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#define UNITY_SUPPORT_INSTANCING
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#endif
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN)
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#define UNITY_SUPPORT_STEREO_INSTANCING
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#endif
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// These platforms support dynamically adjusting the instancing CB size according to the current batch.
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#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)
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#define UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE
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#endif
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#if defined(SHADER_TARGET_SURFACE_ANALYSIS) && defined(UNITY_SUPPORT_INSTANCING)
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#undef UNITY_SUPPORT_INSTANCING
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#endif
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////////////////////////////////////////////////////////
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// instancing paths
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// - UNITY_INSTANCING_ENABLED Defined if instancing path is taken.
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// - UNITY_PROCEDURAL_INSTANCING_ENABLED Defined if procedural instancing path is taken.
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// - UNITY_STEREO_INSTANCING_ENABLED Defined if stereo instancing path is taken.
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// - UNITY_ANY_INSTANCING_ENABLED Defined if any instancing path is taken
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#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)
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#define UNITY_INSTANCING_ENABLED
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#endif
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#if defined(UNITY_SUPPORT_INSTANCING) && defined(PROCEDURAL_INSTANCING_ON)
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#endif
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#if defined(UNITY_SUPPORT_INSTANCING) && defined(DOTS_INSTANCING_ON)
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#define UNITY_DOTS_INSTANCING_ENABLED
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#endif
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#if defined(UNITY_SUPPORT_STEREO_INSTANCING) && defined(STEREO_INSTANCING_ON)
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#define UNITY_STEREO_INSTANCING_ENABLED
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_DOTS_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
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#define UNITY_ANY_INSTANCING_ENABLED 1
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#else
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#define UNITY_ANY_INSTANCING_ENABLED 0
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#endif
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#if defined(DOTS_INSTANCING_ON) && (SHADER_TARGET < 45)
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#error The DOTS_INSTANCING_ON keyword requires shader model 4.5 or greater ("#pragma target 4.5" or greater).
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#endif
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#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
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// These platforms have constant buffers disabled normally, but not here (see CBUFFER_START/CBUFFER_END in HLSLSupport.cginc).
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#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) cbuffer name {
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#define UNITY_INSTANCING_CBUFFER_SCOPE_END }
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#else
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#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) CBUFFER_START(name)
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#define UNITY_INSTANCING_CBUFFER_SCOPE_END CBUFFER_END
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#endif
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////////////////////////////////////////////////////////
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// basic instancing setups
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// - UNITY_VERTEX_INPUT_INSTANCE_ID Declare instance ID field in vertex shader input / output struct.
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// - UNITY_GET_INSTANCE_ID (Internal) Get the instance ID from input struct.
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#if UNITY_ANY_INSTANCING_ENABLED
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// A global instance ID variable that functions can directly access.
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static uint unity_InstanceID;
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// Don't make UnityDrawCallInfo an actual CB on GL
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#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
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UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityDrawCallInfo)
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#endif
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int unity_BaseInstanceID;
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int unity_InstanceCount;
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#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
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UNITY_INSTANCING_CBUFFER_SCOPE_END
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#endif
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#ifdef SHADER_API_PSSL
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#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID;
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#define UNITY_GET_INSTANCE_ID(input) _GETINSTANCEID(input)
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#else
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#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID : SV_InstanceID;
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#define UNITY_GET_INSTANCE_ID(input) input.instanceID
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#endif
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#else
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#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif // UNITY_INSTANCING_ENABLED || UNITY_PROCEDURAL_INSTANCING_ENABLED || UNITY_STEREO_INSTANCING_ENABLED
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#if !defined(UNITY_VERTEX_INPUT_INSTANCE_ID)
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# define UNITY_VERTEX_INPUT_INSTANCE_ID DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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////////////////////////////////////////////////////////
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// basic stereo instancing setups
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// - UNITY_VERTEX_OUTPUT_STEREO Declare stereo target eye field in vertex shader output struct.
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// - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO Assign the stereo target eye.
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// - UNITY_TRANSFER_VERTEX_OUTPUT_STEREO Copy stero target from input struct to output struct. Used in vertex shader.
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// - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex; output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex;
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0;
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#elif defined(SHADER_API_PSSL) && defined(TESSELLATION_ON)
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// Use of SV_RenderTargetArrayIndex is a little more complicated if we have tessellation stages involved
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// This will add an extra instructions which we might be able to optimize away in some stages if we are careful.
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#if defined(SHADER_STAGE_VERTEX)
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex;
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0;
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#else
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex; output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex;
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsBlendIdx0;
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#endif
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#else
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsRTArrayIdx = unity_StereoEyeIndex
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndexAsRTArrayIdx;
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#endif
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#elif defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndexAsBlendIdx0 : BLENDWEIGHT0;
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndexAsBlendIdx0 = unity_StereoEyeIndex;
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
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#if defined(SHADER_STAGE_VERTEX)
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#else
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = (uint) input.stereoTargetEyeIndexAsBlendIdx0;
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#endif
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#else
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#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
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#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
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#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
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#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#if !defined(UNITY_VERTEX_OUTPUT_STEREO)
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# define UNITY_VERTEX_OUTPUT_STEREO DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
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#endif
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#if !defined(UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO)
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# define UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
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#endif
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#if !defined(UNITY_TRANSFER_VERTEX_OUTPUT_STEREO)
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# define UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
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#endif
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#if !defined(UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX)
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# define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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////////////////////////////////////////////////////////
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// - UNITY_SETUP_INSTANCE_ID Should be used at the very beginning of the vertex shader / fragment shader,
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// so that succeeding code can have access to the global unity_InstanceID.
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// Also procedural function is called to setup instance data.
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// - UNITY_TRANSFER_INSTANCE_ID Copy instance ID from input struct to output struct. Used in vertex shader.
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#if UNITY_ANY_INSTANCING_ENABLED
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void UnitySetupInstanceID(uint inputInstanceID)
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{
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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#if !defined(SHADEROPTIONS_XR_MAX_VIEWS) || SHADEROPTIONS_XR_MAX_VIEWS <= 2
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#if defined(SHADER_API_GLES3)
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// We must calculate the stereo eye index differently for GLES3
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// because otherwise, the unity shader compiler will emit a bitfieldInsert function.
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// bitfieldInsert requires support for glsl version 400 or later. Therefore the
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// generated glsl code will fail to compile on lower end devices. By changing the
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// way we calculate the stereo eye index, we can help the shader compiler to avoid
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// emitting the bitfieldInsert function and thereby increase the number of devices we
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// can run stereo instancing on.
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unity_StereoEyeIndex = round(fmod(inputInstanceID, 2.0));
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unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
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#else
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// stereo eye index is automatically figured out from the instance ID
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unity_StereoEyeIndex = inputInstanceID & 0x01;
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unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
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#endif
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#else
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unity_StereoEyeIndex = inputInstanceID % _XRViewCount;
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unity_InstanceID = unity_BaseInstanceID + (inputInstanceID / _XRViewCount);
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#endif
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#else
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unity_InstanceID = inputInstanceID + unity_BaseInstanceID;
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#endif
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}
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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#ifndef UNITY_INSTANCING_PROCEDURAL_FUNC
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#error "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined."
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#else
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void UNITY_INSTANCING_PROCEDURAL_FUNC(); // forward declaration of the procedural function
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#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC();}
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#endif
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#else
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#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));}
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#endif
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#define UNITY_TRANSFER_INSTANCE_ID(input, output) output.instanceID = UNITY_GET_INSTANCE_ID(input)
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#else
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#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
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#define UNITY_TRANSFER_INSTANCE_ID(input, output)
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#endif
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#if !defined(UNITY_SETUP_INSTANCE_ID)
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# define UNITY_SETUP_INSTANCE_ID(input) DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
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#endif
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////////////////////////////////////////////////////////
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// instanced property arrays
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#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_DOTS_INSTANCING_ENABLED)
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#ifdef UNITY_FORCE_MAX_INSTANCE_COUNT
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#define UNITY_INSTANCED_ARRAY_SIZE UNITY_FORCE_MAX_INSTANCE_COUNT
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#elif defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
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#define UNITY_INSTANCED_ARRAY_SIZE 2 // minimum array size that ensures dynamic indexing
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#elif defined(UNITY_MAX_INSTANCE_COUNT)
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#define UNITY_INSTANCED_ARRAY_SIZE UNITY_MAX_INSTANCE_COUNT
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#else
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#if (defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)) || defined(SHADER_API_SWITCH)
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#define UNITY_INSTANCED_ARRAY_SIZE 250
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#else
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#define UNITY_INSTANCED_ARRAY_SIZE 500
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#endif
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#endif
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#if defined(UNITY_DOTS_INSTANCING_ENABLED)
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#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf)
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#define UNITY_INSTANCING_BUFFER_END(arr) UNITY_INSTANCING_CBUFFER_SCOPE_END
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#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
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#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl"
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#else
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#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct {
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#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
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#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
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#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
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#define UNITY_DOTS_INSTANCING_START(name)
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#define UNITY_DOTS_INSTANCING_END(name)
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#define UNITY_DOTS_INSTANCED_PROP(type, name)
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#define UNITY_ACCESS_DOTS_INSTANCED_PROP(type, var) var
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#define UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(type, metadata_underscore_var) This_macro_cannot_be_called_without_UNITY_DOTS_INSTANCING_ENABLED
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#define UNITY_ACCESS_DOTS_AND_TRADITIONAL_INSTANCED_PROP(type, arr, var) UNITY_ACCESS_INSTANCED_PROP(arr, var)
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#endif
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// Put worldToObject array to a separate CB if UNITY_ASSUME_UNIFORM_SCALING is defined. Most of the time it will not be used.
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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#define UNITY_WORLDTOOBJECTARRAY_CB 1
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#else
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#define UNITY_WORLDTOOBJECTARRAY_CB 0
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#endif
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#if defined(UNITY_INSTANCED_LOD_FADE) && (defined(LOD_FADE_PERCENTAGE) || defined(LOD_FADE_CROSSFADE))
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#define UNITY_USE_LODFADE_ARRAY
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#endif
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#if defined(UNITY_INSTANCED_RENDERING_LAYER)
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#define UNITY_USE_RENDERINGLAYER_ARRAY
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#endif
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#ifdef UNITY_INSTANCED_LIGHTMAPSTS
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#ifdef LIGHTMAP_ON
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#define UNITY_USE_LIGHTMAPST_ARRAY
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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#define UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
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#endif
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#endif
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#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
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#if !defined(DYNAMICLIGHTMAP_ON)
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#define UNITY_USE_SHCOEFFS_ARRAYS
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#endif
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#if defined(SHADOWS_SHADOWMASK)
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#define UNITY_USE_PROBESOCCLUSION_ARRAY
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#endif
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#endif
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#if !defined(UNITY_DOTS_INSTANCING_ENABLED)
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UNITY_INSTANCING_BUFFER_START(PerDraw0)
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#ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES
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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
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#if UNITY_WORLDTOOBJECTARRAY_CB == 0
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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
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#endif
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#endif
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#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
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UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xyxx
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#endif
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#if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
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UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray)
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#define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_RenderingLayerArray).xxxx
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#endif
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// TODO: Hybrid V1 compatibility, remove once Hybrid V1 is removed
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#if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED) && defined(HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS)
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HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS
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#endif
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UNITY_INSTANCING_BUFFER_END(unity_Builtins0)
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UNITY_INSTANCING_BUFFER_START(PerDraw1)
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#if !defined(UNITY_DONT_INSTANCE_OBJECT_MATRICES) && UNITY_WORLDTOOBJECTARRAY_CB == 1
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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
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#endif
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#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
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UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xyxx
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#endif
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#if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
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UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray)
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#define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_RenderingLayerArray).xxxx
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#endif
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UNITY_INSTANCING_BUFFER_END(unity_Builtins1)
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UNITY_INSTANCING_BUFFER_START(PerDraw2)
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#ifdef UNITY_USE_LIGHTMAPST_ARRAY
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UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapSTArray)
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UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapIndexArray)
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#define unity_LightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_LightmapSTArray)
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#endif
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#ifdef UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
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UNITY_DEFINE_INSTANCED_PROP(float4, unity_DynamicLightmapSTArray)
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#define unity_DynamicLightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_DynamicLightmapSTArray)
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#endif
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#ifdef UNITY_USE_SHCOEFFS_ARRAYS
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHArArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAgArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAbArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBrArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBgArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBbArray)
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHCArray)
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#define unity_SHAr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHArArray)
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#define unity_SHAg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAgArray)
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#define unity_SHAb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAbArray)
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#define unity_SHBr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBrArray)
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#define unity_SHBg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBgArray)
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#define unity_SHBb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBbArray)
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#define unity_SHC UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHCArray)
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#endif
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#ifdef UNITY_USE_PROBESOCCLUSION_ARRAY
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UNITY_DEFINE_INSTANCED_PROP(half4, unity_ProbesOcclusionArray)
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#define unity_ProbesOcclusion UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_ProbesOcclusionArray)
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#endif
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UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
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|
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UNITY_INSTANCING_BUFFER_START(PerDraw3)
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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_PrevObjectToWorldArray)
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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_PrevWorldToObjectArray)
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UNITY_INSTANCING_BUFFER_END(unity_Builtins3)
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#endif
|
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// TODO: What about UNITY_DONT_INSTANCE_OBJECT_MATRICES for DOTS?
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#if defined(UNITY_DOTS_INSTANCING_ENABLED)
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#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)))
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#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
|