#ifndef UNIVERSAL_DEPRECATED_INCLUDED #define UNIVERSAL_DEPRECATED_INCLUDED // Stereo-related bits #define SCREENSPACE_TEXTURE TEXTURE2D_X #define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_X_FLOAT #define SCREENSPACE_TEXTURE_HALF TEXTURE2D_X_HALF // Typo-fixes, re-route to new name for backwards compatiblity (if there are external dependencies). #define kDieletricSpec kDielectricSpec #define DirectBDRF DirectBRDF // Deprecated: not using consistent naming convention #if defined(USING_STEREO_MATRICES) #define unity_StereoMatrixIP unity_StereoMatrixInvP #define unity_StereoMatrixIVP unity_StereoMatrixInvVP #endif // Previously used when rendering with DrawObjectsPass. // Global object render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) half4 _DrawObjectPassData; #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA // _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl] #define _AdditionalShadowsIndices _AdditionalShadowParams_SSBO // _AdditionalShadowsBuffer was deprecated - To access a shadow slice's matrix, use _AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex] - To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex) [see Shadows.hlsl] #define _AdditionalShadowsBuffer _AdditionalLightsWorldToShadow_SSBO #endif // Deprecated: even when USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA is defined we do not this structure anymore, because worldToShadowMatrix and shadowParams must be stored in arrays of different sizes // To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl] // To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl] struct ShadowData { float4x4 worldToShadowMatrix; // per-shadow-slice float4 shadowParams; // per-casting-light }; #endif // UNIVERSAL_DEPRECATED_INCLUDED