Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/UniversalDOTSInstancing.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNIVERSAL_DOTS_INSTANCING_INCLUDED
#define UNIVERSAL_DOTS_INSTANCING_INCLUDED
#ifdef UNITY_DOTS_INSTANCING_ENABLED
#undef unity_ObjectToWorld
#undef unity_WorldToObject
#undef unity_MatrixPreviousM
#undef unity_MatrixPreviousMI
// TODO: This might not work correctly in all cases, double check!
UNITY_DOTS_INSTANCING_START(BuiltinPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float3x4, unity_ObjectToWorld)
UNITY_DOTS_INSTANCED_PROP(float3x4, unity_WorldToObject)
UNITY_DOTS_INSTANCED_PROP(float4, unity_LODFade)
UNITY_DOTS_INSTANCED_PROP(float4, unity_WorldTransformParams)
UNITY_DOTS_INSTANCED_PROP(float4, unity_RenderingLayer)
UNITY_DOTS_INSTANCED_PROP(float4, unity_LightData)
UNITY_DOTS_INSTANCED_PROP(float2x4, unity_LightIndices)
UNITY_DOTS_INSTANCED_PROP(float4, unity_ProbesOcclusion)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SpecCube0_HDR)
UNITY_DOTS_INSTANCED_PROP(float4, unity_LightmapST)
UNITY_DOTS_INSTANCED_PROP(float4, unity_LightmapIndex)
UNITY_DOTS_INSTANCED_PROP(float4, unity_DynamicLightmapST)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHAr)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHAg)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHAb)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHBr)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHBg)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHBb)
UNITY_DOTS_INSTANCED_PROP(float4, unity_SHC)
UNITY_DOTS_INSTANCED_PROP(float3x4, unity_MatrixPreviousM)
UNITY_DOTS_INSTANCED_PROP(float3x4, unity_MatrixPreviousMI)
UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata)
// Note: Macros for unity_ObjectToWorld, unity_WorldToObject, unity_MatrixPreviousM and unity_MatrixPreviousMI are declared in UnityInstancing.hlsl
// because of some special handling
#define unity_LODFade UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_LODFade)
#define unity_WorldTransformParams UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_WorldTransformParams)
#define unity_RenderingLayer UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_RenderingLayer)
#define unity_LightData UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_LightData)
#define unity_LightIndices UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float2x4, Metadataunity_LightIndices)
#define unity_ProbesOcclusion UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_ProbesOcclusion)
#define unity_SpecCube0_HDR UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SpecCube0_HDR)
#define unity_LightmapST UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_LightmapST)
#define unity_LightmapIndex UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_LightmapIndex)
#define unity_DynamicLightmapST UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_DynamicLightmapST)
#define unity_SHAr UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHAr)
#define unity_SHAg UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHAg)
#define unity_SHAb UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHAb)
#define unity_SHBr UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHBr)
#define unity_SHBg UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHBg)
#define unity_SHBb UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHBb)
#define unity_SHC UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4, Metadataunity_SHC)
#endif
#endif