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

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2024-08-26 13:07:20 -07:00
#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_OVERRIDE_SUPPORTED(float3x4, unity_ObjectToWorld)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float3x4, unity_WorldToObject)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float4, unity_SpecCube0_HDR)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float4, unity_LightmapST)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float4, unity_LightmapIndex)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float4, unity_DynamicLightmapST)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float3x4, unity_MatrixPreviousM)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float3x4, unity_MatrixPreviousMI)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(SH, unity_SHCoefficients)
UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(uint2, unity_EntityId)
UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata)
#define unity_LODFade LoadDOTSInstancedData_LODFade()
#define unity_SpecCube0_HDR UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_CUSTOM_DEFAULT(float4, unity_SpecCube0_HDR, unity_DOTS_SpecCube0_HDR)
#define unity_LightmapST UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_LightmapST)
#define unity_LightmapIndex UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_LightmapIndex)
#define unity_DynamicLightmapST UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_DynamicLightmapST)
#define unity_SHAr LoadDOTSInstancedData_SHAr()
#define unity_SHAg LoadDOTSInstancedData_SHAg()
#define unity_SHAb LoadDOTSInstancedData_SHAb()
#define unity_SHBr LoadDOTSInstancedData_SHBr()
#define unity_SHBg LoadDOTSInstancedData_SHBg()
#define unity_SHBb LoadDOTSInstancedData_SHBb()
#define unity_SHC LoadDOTSInstancedData_SHC()
#define unity_ProbesOcclusion LoadDOTSInstancedData_ProbesOcclusion()
#define unity_LightData LoadDOTSInstancedData_LightData()
#define unity_WorldTransformParams LoadDOTSInstancedData_WorldTransformParams()
#define unity_RenderingLayer LoadDOTSInstancedData_RenderingLayer()
#define unity_MotionVectorsParams LoadDOTSInstancedData_MotionVectorsParams()
#define UNITY_SETUP_DOTS_SH_COEFFS SetupDOTSSHCoeffs(UNITY_DOTS_INSTANCED_METADATA_NAME(SH, unity_SHCoefficients))
#define UNITY_SETUP_DOTS_RENDER_BOUNDS SetupDOTSRendererBounds(UNITY_DOTS_MATRIX_M)
// Not supported by BatchRendererGroup. Just define them as constants.
// ------------------------------------------------------------------------------
static const float2x4 unity_LightIndices = float2x4(0,0,0,0, 0,0,0,0);
static const float4 unity_SpecCube0_BoxMax = float4(1,1,1,1);
static const float4 unity_SpecCube0_BoxMin = float4(0,0,0,0);
static const float4 unity_SpecCube0_ProbePosition = float4(0,0,0,0);
static const float4 unity_SpecCube1_BoxMax = float4(1,1,1,1);
static const float4 unity_SpecCube1_BoxMin = float4(0,0,0,0);
static const float4 unity_SpecCube1_ProbePosition = float4(0,0,0,0);
static const float4 unity_SpecCube1_HDR = float4(0,0,0,0);
static const float4 unity_RendererBounds_Min = float4(0,0,0,0);
static const float4 unity_RendererBounds_Max = float4(0,0,0,0);
// Set up by BRG picking/selection code
int unity_SubmeshIndex;
#define unity_SelectionID UNITY_ACCESS_DOTS_INSTANCED_SELECTION_VALUE(unity_EntityId, unity_SubmeshIndex, _SelectionID)
#else
#define unity_SelectionID _SelectionID
#define UNITY_SETUP_DOTS_RENDER_BOUNDS
#endif
#endif