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)
57 lines
2.2 KiB
HLSL
57 lines
2.2 KiB
HLSL
// For now OpenGL is considered at GLES2 level
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#define UNITY_UV_STARTS_AT_TOP 0
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#define UNITY_REVERSED_Z 0
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#define UNITY_GATHER_SUPPORTED 0
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#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName
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#define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler3D textureName
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#define TEXTURE2D(textureName) sampler2D textureName
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#define SAMPLER2D(samplerName)
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#define TEXTURE3D(textureName) sampler3D textureName
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#define SAMPLER3D(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName
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#define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
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#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize)
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#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod))
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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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#if SHADER_API_GLES
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# define UNITY_BRANCH
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# define UNITY_FLATTEN
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# define UNITY_UNROLL
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# define UNITY_LOOP
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# define UNITY_FASTOPT
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#else
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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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#endif
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#define CBUFFER_START(name)
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#define CBUFFER_END
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#define FXAA_HLSL_3 1
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#define SMAA_HLSL_3 1
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// pragma exclude_renderers is only supported since Unity 2018.1 for compute shaders
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#if UNITY_VERSION < 201810 && !defined(SHADER_API_GLCORE)
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# define DISABLE_COMPUTE_SHADERS 1
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# define TRIVIAL_COMPUTE_KERNEL(name) [numthreads(1, 1, 1)] void name() {}
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#endif
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