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- #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
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