Implemented saving/loading of custom input settings Incorporated Input Screen in game Organized UI scripts into folders Deleted some unused UI scripts Reimplemented Fog Blur (by copying modified DoF to assets)
52 lines
2.4 KiB
HLSL
52 lines
2.4 KiB
HLSL
#define UNITY_UV_STARTS_AT_TOP 1
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#define UNITY_REVERSED_Z 1
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#define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50)
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#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
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#define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName
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#define TEXTURE2D(textureName) Texture2D textureName
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#define SAMPLER2D(samplerName) SamplerState samplerName
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#define TEXTURE3D(textureName) Texture3D textureName
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#define SAMPLER3D(samplerName) SamplerState samplerName
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#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
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#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0))
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#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod))
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
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#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
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#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
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#define UNITY_BRANCH [branch]
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#define UNITY_FLATTEN [flatten]
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#define UNITY_UNROLL [unroll]
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#define UNITY_LOOP [loop]
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#define UNITY_FASTOPT [fastopt]
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#define CBUFFER_START(name) cbuffer name {
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#define CBUFFER_END };
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#if UNITY_GATHER_SUPPORTED
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#define FXAA_HLSL_5 1
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#define SMAA_HLSL_4_1 1
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#else
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#define FXAA_HLSL_4 1
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#define SMAA_HLSL_4 1
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#endif
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