Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/UnityInstancing.hlsl
2024-05-06 11:45:45 -07:00

432 lines
24 KiB
HLSL

#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