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  1. #ifndef SHADER_API_GLES3
  2. #error GLES.hlsl should not be included if SHADER_API_GLES3 is not defined
  3. #endif
  4. #define UNITY_NEAR_CLIP_VALUE (-1.0)
  5. // This value will not go through any matrix projection convertion
  6. #define UNITY_RAW_FAR_CLIP_VALUE (1.0)
  7. #define VERTEXID_SEMANTIC SV_VertexID
  8. #define INSTANCEID_SEMANTIC SV_InstanceID
  9. #if defined(UNITY_COMPILER_DXC)
  10. #define FRONT_FACE_SEMANTIC SV_IsFrontFace
  11. #define FRONT_FACE_TYPE bool
  12. #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
  13. #else
  14. #define FRONT_FACE_SEMANTIC VFACE
  15. #define FRONT_FACE_TYPE float
  16. #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
  17. #endif
  18. #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 3.0
  19. #define CBUFFER_START(name) cbuffer name {
  20. #define CBUFFER_END };
  21. // flow control attributes
  22. #define UNITY_BRANCH [branch]
  23. #define UNITY_FLATTEN [flatten]
  24. #define UNITY_UNROLL [unroll]
  25. #define UNITY_UNROLLX(_x) [unroll(_x)]
  26. #define UNITY_LOOP [loop]
  27. // GLES 3.1 + AEP shader feature https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
  28. #if (SHADER_TARGET >= 50)
  29. #define GLES3_1_AEP 1
  30. #else
  31. #define GLES3_1_AEP 0
  32. #endif
  33. // Initialize arbitrary structure with zero values.
  34. // Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
  35. #define ZERO_INITIALIZE(type, name) name = (type)0;
  36. #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
  37. // Texture util abstraction
  38. #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
  39. // Texture abstraction
  40. #define TEXTURE2D(textureName) Texture2D textureName
  41. #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
  42. #define TEXTURECUBE(textureName) TextureCube textureName
  43. #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
  44. #define TEXTURE3D(textureName) Texture3D textureName
  45. #define TEXTURE2D_FLOAT(textureName) Texture2D<float4> textureName
  46. #define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray<float4> textureName
  47. #define TEXTURECUBE_FLOAT(textureName) TextureCube<float4> textureName
  48. #define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray<float4> textureName
  49. #define TEXTURE3D_FLOAT(textureName) Texture3D<float4> textureName
  50. #define TEXTURE2D_HALF(textureName) Texture2D<half4> textureName
  51. #define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray<half4> textureName
  52. #define TEXTURECUBE_HALF(textureName) TextureCube<half4> textureName
  53. #define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray<half4> textureName
  54. #define TEXTURE3D_HALF(textureName) Texture3D<half4> textureName
  55. #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
  56. #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
  57. #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
  58. #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
  59. #if SHADER_AVAILABLE_RANDOMWRITE
  60. #define TYPED_TEXTURE2D(type, textureName) Texture2D<type> textureName
  61. #define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName
  62. #define TYPED_TEXTURE3D(type, textureName) Texture3D<type> textureName
  63. #define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
  64. #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
  65. #define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
  66. #else
  67. #define TYPED_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2D)
  68. #define TYPED_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2DArray)
  69. #define TYPED_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture3D)
  70. #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
  71. #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
  72. #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
  73. #endif
  74. #define SAMPLER(samplerName) SamplerState samplerName
  75. #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
  76. #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
  77. #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
  78. #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
  79. #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
  80. #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
  81. #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
  82. #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
  83. #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
  84. #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
  85. #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
  86. #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
  87. #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  88. #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
  89. #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  90. #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
  91. #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  92. #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  93. #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  94. #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  95. #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
  96. #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
  97. #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
  98. #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
  99. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
  100. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
  101. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
  102. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
  103. #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  104. #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  105. #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
  106. #if SHADER_AVAILABLE_CUBEARRAY
  107. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
  108. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
  109. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
  110. #else
  111. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
  112. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
  113. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
  114. #endif
  115. #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  116. #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  117. #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
  118. #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
  119. #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)
  120. #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)
  121. #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)
  122. #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)
  123. #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)
  124. #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy)
  125. #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
  126. #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
  127. #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
  128. #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)
  129. #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
  130. #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)
  131. #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)
  132. #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)
  133. #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
  134. #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
  135. #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
  136. #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
  137. #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
  138. #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
  139. #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
  140. #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
  141. #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
  142. #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
  143. #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
  144. #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
  145. #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
  146. #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
  147. #if SHADER_TARGET >= 45
  148. #define PLATFORM_SUPPORT_GATHER
  149. #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
  150. #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
  151. #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
  152. #if SHADER_AVAILABLE_CUBEARRAY
  153. #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
  154. #else
  155. #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
  156. #endif
  157. #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
  158. #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
  159. #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
  160. #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
  161. #else
  162. #define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
  163. #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
  164. #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
  165. #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
  166. #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D)
  167. #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D)
  168. #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D)
  169. #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D)
  170. #endif