#define UNITY_UV_STARTS_AT_TOP 1 #define UNITY_REVERSED_Z 1 #define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50) #define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName #define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName #define TEXTURE2D(textureName) Texture2D textureName #define SAMPLER2D(samplerName) SamplerState samplerName #define TEXTURE3D(textureName) Texture3D textureName #define SAMPLER3D(samplerName) SamplerState samplerName #define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName #define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName #define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName #define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) #define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0)) #define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod)) #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r #define UNITY_BRANCH [branch] #define UNITY_FLATTEN [flatten] #define UNITY_UNROLL [unroll] #define UNITY_LOOP [loop] #define UNITY_FASTOPT [fastopt] #define CBUFFER_START(name) cbuffer name { #define CBUFFER_END }; #if UNITY_GATHER_SUPPORTED #define FXAA_HLSL_5 1 #define SMAA_HLSL_4_1 1 #else #define FXAA_HLSL_4 1 #define SMAA_HLSL_4 1 #endif