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!
46 lines
2.2 KiB
HLSL
46 lines
2.2 KiB
HLSL
#ifndef UNIVERSAL_DEPRECATED_INCLUDED
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#define UNIVERSAL_DEPRECATED_INCLUDED
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// Stereo-related bits
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#define SCREENSPACE_TEXTURE TEXTURE2D_X
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#define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_X_FLOAT
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#define SCREENSPACE_TEXTURE_HALF TEXTURE2D_X_HALF
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// Typo-fixes, re-route to new name for backwards compatiblity (if there are external dependencies).
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#define kDieletricSpec kDielectricSpec
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#define DirectBDRF DirectBRDF
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// Deprecated: not using consistent naming convention
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#if defined(USING_STEREO_MATRICES)
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#define unity_StereoMatrixIP unity_StereoMatrixInvP
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#define unity_StereoMatrixIVP unity_StereoMatrixInvVP
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#endif
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// Previously used when rendering with DrawObjectsPass.
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// Global object render pass data containing various settings.
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// x,y,z are currently unused
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// w is used for knowing whether the object is opaque(1) or alpha blended(0)
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half4 _DrawObjectPassData;
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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// _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
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#define _AdditionalShadowsIndices _AdditionalShadowParams_SSBO
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// _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]
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#define _AdditionalShadowsBuffer _AdditionalLightsWorldToShadow_SSBO
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#endif
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// 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
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// To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
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// To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl]
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struct ShadowData
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{
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float4x4 worldToShadowMatrix; // per-shadow-slice
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float4 shadowParams; // per-casting-light
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};
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// Remove in 2023.2.
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// Deprecated define that was used in shadows.hlsl to set the array size of _AdditionalLightsWorldToShadow.
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#define MAX_PUNCTUAL_LIGHT_SHADOW_SLICES_IN_UBO (MAX_VISIBLE_LIGHTS)
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#endif // UNIVERSAL_DEPRECATED_INCLUDED
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