168 lines
10 KiB
HLSL
168 lines
10 KiB
HLSL
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#ifndef UNITY_TEXTURE_INCLUDED
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#define UNITY_TEXTURE_INCLUDED
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SAMPLER(default_sampler_Linear_Repeat);
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struct UnitySamplerState
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{
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SAMPLER(samplerstate);
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};
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#define UnityBuildSamplerStateStruct(n) UnityBuildSamplerStateStructInternal(n)
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UnitySamplerState UnityBuildSamplerStateStructInternal(SAMPLER(samplerstate))
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{
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UnitySamplerState result;
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result.samplerstate = samplerstate;
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return result;
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}
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struct UnityTexture2D
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{
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TEXTURE2D(tex);
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SAMPLER(samplerstate);
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float4 texelSize;
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float4 scaleTranslate;
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// these functions allows users to convert code using Texture2D to UnityTexture2D by simply changing the type of the variable
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// the existing texture macros will call these functions, which will forward the call to the texture appropriately
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float4 Sample(UnitySamplerState s, float2 uv) { return SAMPLE_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 SampleLevel(UnitySamplerState s, float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s.samplerstate, uv, lod); }
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float4 SampleBias(UnitySamplerState s, float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s.samplerstate, uv, bias); }
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float4 SampleGrad(UnitySamplerState s, float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); }
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float2 GetTransformedUV(float2 uv) { return uv * scaleTranslate.xy + scaleTranslate.zw; }
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float4 Sample(SAMPLER(s), float2 uv) { return SAMPLE_TEXTURE2D(tex, s, uv); }
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float4 SampleLevel(SAMPLER(s), float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uv, lod); }
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float4 SampleBias(SAMPLER(s), float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s, uv, bias); }
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float4 SampleGrad(SAMPLER(s), float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); }
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float4 SampleCmpLevelZero(SAMPLER_CMP(s), float2 uv, float cmp) { return SAMPLE_TEXTURE2D_SHADOW(tex, s, float3(uv, cmp)); }
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float4 Load(int3 pixel) { return LOAD_TEXTURE2D_LOD(tex, pixel.xy, pixel.z); }
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float CalculateLevelOfDetail(SAMPLER(s), float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s, uv); }
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float CalculateLevelOfDetail(UnitySamplerState s, float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s.samplerstate, uv); }
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#ifdef PLATFORM_SUPPORT_GATHER
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float4 Gather(UnitySamplerState s, float2 uv) { return GATHER_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 GatherRed(UnitySamplerState s, float2 uv) { return GATHER_RED_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 GatherGreen(UnitySamplerState s, float2 uv) { return GATHER_GREEN_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 GatherBlue(UnitySamplerState s, float2 uv) { return GATHER_BLUE_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 GatherAlpha(UnitySamplerState s, float2 uv) { return GATHER_ALPHA_TEXTURE2D(tex, s.samplerstate, uv); }
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float4 Gather(SAMPLER(s), float2 uv) { return GATHER_TEXTURE2D(tex, s, uv); }
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float4 GatherRed(SAMPLER(s), float2 uv) { return GATHER_RED_TEXTURE2D(tex, s, uv); }
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float4 GatherGreen(SAMPLER(s), float2 uv) { return GATHER_GREEN_TEXTURE2D(tex, s, uv); }
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float4 GatherBlue(SAMPLER(s), float2 uv) { return GATHER_BLUE_TEXTURE2D(tex, s, uv); }
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float4 GatherAlpha(SAMPLER(s), float2 uv) { return GATHER_ALPHA_TEXTURE2D(tex, s, uv); }
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#endif
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};
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float4 tex2D(UnityTexture2D tex, float2 uv) { return SAMPLE_TEXTURE2D(tex.tex, tex.samplerstate, uv); }
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float4 tex2Dlod(UnityTexture2D tex, float4 uv0l) { return SAMPLE_TEXTURE2D_LOD(tex.tex, tex.samplerstate, uv0l.xy, uv0l.w); }
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float4 tex2Dbias(UnityTexture2D tex, float4 uv0b) { return SAMPLE_TEXTURE2D_BIAS(tex.tex, tex.samplerstate, uv0b.xy, uv0b.w); }
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#define UnityBuildTexture2DStruct(n) UnityBuildTexture2DStructInternal(TEXTURE2D_ARGS(n, sampler##n), n##_TexelSize, n##_ST)
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#define UnityBuildTexture2DStructNoScale(n) UnityBuildTexture2DStructInternal(TEXTURE2D_ARGS(n, sampler##n), n##_TexelSize, float4(1, 1, 0, 0))
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UnityTexture2D UnityBuildTexture2DStructInternal(TEXTURE2D_PARAM(tex, samplerstate), float4 texelSize, float4 scaleTranslate)
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{
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UnityTexture2D result;
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result.tex = tex;
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result.samplerstate = samplerstate;
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result.texelSize = texelSize;
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result.scaleTranslate = scaleTranslate;
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return result;
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}
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struct UnityTexture2DArray
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{
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TEXTURE2D_ARRAY(tex);
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SAMPLER(samplerstate);
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// these functions allows users to convert code using Texture2DArray to UnityTexture2DArray by simply changing the type of the variable
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// the existing texture macros will call these functions, which will forward the call to the texture appropriately
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float4 Sample(UnitySamplerState s, float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s.samplerstate, uv.xy, uv.z); }
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float4 SampleLevel(UnitySamplerState s, float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s.samplerstate, uv.xy, uv.z, lod); }
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float4 SampleBias(UnitySamplerState s, float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s.samplerstate, uv.xy, uv.z, bias); }
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float4 SampleGrad(UnitySamplerState s, float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); }
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float4 Sample(SAMPLER(s), float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s, uv.xy, uv.z); }
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float4 SampleLevel(SAMPLER(s), float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s, uv.xy, uv.z, lod); }
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float4 SampleBias(SAMPLER(s), float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s, uv.xy, uv.z, bias); }
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float4 SampleGrad(SAMPLER(s), float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); }
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float4 SampleCmpLevelZero(SAMPLER_CMP(s), float3 uv, float cmp) { return SAMPLE_TEXTURE2D_ARRAY_SHADOW(tex, s, float3(uv.xy, cmp), uv.z); }
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float4 Load(int4 pixel) { return LOAD_TEXTURE2D_ARRAY(tex, pixel.xy, pixel.z); }
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};
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#define UnityBuildTexture2DArrayStruct(n) UnityBuildTexture2DArrayStructInternal(TEXTURE2D_ARRAY_ARGS(n, sampler##n))
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UnityTexture2DArray UnityBuildTexture2DArrayStructInternal(TEXTURE2D_ARRAY_PARAM(tex, samplerstate))
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{
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UnityTexture2DArray result;
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result.tex = tex;
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result.samplerstate = samplerstate;
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return result;
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}
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struct UnityTextureCube
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{
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TEXTURECUBE(tex);
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SAMPLER(samplerstate);
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// these functions allows users to convert code using TextureCube to UnityTextureCube by simply changing the type of the variable
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// the existing texture macros will call these functions, which will forward the call to the texture appropriately
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float4 Sample(UnitySamplerState s, float3 dir) { return SAMPLE_TEXTURECUBE(tex, s.samplerstate, dir); }
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float4 SampleLevel(UnitySamplerState s, float3 dir, float lod) { return SAMPLE_TEXTURECUBE_LOD(tex, s.samplerstate, dir, lod); }
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float4 SampleBias(UnitySamplerState s, float3 dir, float bias) { return SAMPLE_TEXTURECUBE_BIAS(tex, s.samplerstate, dir, bias); }
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float4 Sample(SAMPLER(s), float3 dir) { return SAMPLE_TEXTURECUBE(tex, s, dir); }
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float4 SampleLevel(SAMPLER(s), float3 dir, float lod) { return SAMPLE_TEXTURECUBE_LOD(tex, s, dir, lod); }
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float4 SampleBias(SAMPLER(s), float3 dir, float bias) { return SAMPLE_TEXTURECUBE_BIAS(tex, s, dir, bias); }
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#ifdef PLATFORM_SUPPORT_GATHER
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float4 Gather(UnitySamplerState s, float3 dir) { return GATHER_TEXTURECUBE(tex, s.samplerstate, dir); }
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float4 Gather(SAMPLER(s), float3 dir) { return GATHER_TEXTURECUBE(tex, s, dir); }
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#endif
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};
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float4 texCUBE(UnityTextureCube tex, float3 dir) { return SAMPLE_TEXTURECUBE(tex.tex, tex.samplerstate, dir); }
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float4 texCUBEbias(UnityTextureCube tex, float4 dirBias) { return SAMPLE_TEXTURECUBE_BIAS(tex.tex, tex.samplerstate, dirBias.xyz, dirBias.w); }
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#define UnityBuildTextureCubeStruct(n) UnityBuildTextureCubeStructInternal(TEXTURECUBE_ARGS(n, sampler##n))
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UnityTextureCube UnityBuildTextureCubeStructInternal(TEXTURECUBE_PARAM(tex, samplerstate))
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{
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UnityTextureCube result;
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result.tex = tex;
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result.samplerstate = samplerstate;
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return result;
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}
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struct UnityTexture3D
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{
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TEXTURE3D(tex);
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SAMPLER(samplerstate);
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// these functions allows users to convert code using Texture3D to UnityTexture3D by simply changing the type of the variable
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// the existing texture macros will call these functions, which will forward the call to the texture appropriately
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float4 Sample(UnitySamplerState s, float3 uvw) { return SAMPLE_TEXTURE3D(tex, s.samplerstate, uvw); }
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float4 SampleLevel(UnitySamplerState s, float3 uvw, float lod) { return SAMPLE_TEXTURE3D_LOD(tex, s.samplerstate, uvw, lod); }
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float4 Sample(SAMPLER(s), float3 uvw) { return SAMPLE_TEXTURE2D(tex, s, uvw); }
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float4 SampleLevel(SAMPLER(s), float3 uvw, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uvw, lod); }
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float4 Load(int4 pixel) { return LOAD_TEXTURE3D_LOD(tex, pixel.xyz, pixel.w); }
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};
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float4 tex3D(UnityTexture3D tex, float3 uvw) { return SAMPLE_TEXTURE3D(tex.tex, tex.samplerstate, uvw); }
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#define UnityBuildTexture3DStruct(n) UnityBuildTexture3DStructInternal(TEXTURE3D_ARGS(n, sampler##n))
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UnityTexture3D UnityBuildTexture3DStructInternal(TEXTURE3D_PARAM(tex, samplerstate))
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{
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UnityTexture3D result;
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result.tex = tex;
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result.samplerstate = samplerstate;
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return result;
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}
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#endif // UNITY_TEXTURE_INCLUDED
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