Deprecated.hlsl 2.0 KB

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  1. #ifndef UNIVERSAL_DEPRECATED_INCLUDED
  2. #define UNIVERSAL_DEPRECATED_INCLUDED
  3. // Stereo-related bits
  4. #define SCREENSPACE_TEXTURE TEXTURE2D_X
  5. #define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_X_FLOAT
  6. #define SCREENSPACE_TEXTURE_HALF TEXTURE2D_X_HALF
  7. // Typo-fixes, re-route to new name for backwards compatiblity (if there are external dependencies).
  8. #define kDieletricSpec kDielectricSpec
  9. #define DirectBDRF DirectBRDF
  10. // Deprecated: not using consistent naming convention
  11. #if defined(USING_STEREO_MATRICES)
  12. #define unity_StereoMatrixIP unity_StereoMatrixInvP
  13. #define unity_StereoMatrixIVP unity_StereoMatrixInvVP
  14. #endif
  15. // Previously used when rendering with DrawObjectsPass.
  16. // Global object render pass data containing various settings.
  17. // x,y,z are currently unused
  18. // w is used for knowing whether the object is opaque(1) or alpha blended(0)
  19. half4 _DrawObjectPassData;
  20. #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
  21. // _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
  22. #define _AdditionalShadowsIndices _AdditionalShadowParams_SSBO
  23. // _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]
  24. #define _AdditionalShadowsBuffer _AdditionalLightsWorldToShadow_SSBO
  25. #endif
  26. // 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
  27. // To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
  28. // To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl]
  29. struct ShadowData
  30. {
  31. float4x4 worldToShadowMatrix; // per-shadow-slice
  32. float4 shadowParams; // per-casting-light
  33. };
  34. #endif // UNIVERSAL_DEPRECATED_INCLUDED