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45 lines
2.2 KiB
45 lines
2.2 KiB
#ifndef UNIVERSAL_DEPRECATED_INCLUDED |
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#define UNIVERSAL_DEPRECATED_INCLUDED |
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// Stereo-related bits |
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#define SCREENSPACE_TEXTURE TEXTURE2D_X |
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#define SCREENSPACE_TEXTURE_FLOAT TEXTURE2D_X_FLOAT |
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#define SCREENSPACE_TEXTURE_HALF TEXTURE2D_X_HALF |
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// Typo-fixes, re-route to new name for backwards compatiblity (if there are external dependencies). |
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#define kDieletricSpec kDielectricSpec |
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#define DirectBDRF DirectBRDF |
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// Deprecated: not using consistent naming convention |
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#if defined(USING_STEREO_MATRICES) |
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#define unity_StereoMatrixIP unity_StereoMatrixInvP |
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#define unity_StereoMatrixIVP unity_StereoMatrixInvVP |
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#endif |
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// Previously used when rendering with DrawObjectsPass. |
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// Global object render pass data containing various settings. |
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// x,y,z are currently unused |
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// w is used for knowing whether the object is opaque(1) or alpha blended(0) |
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half4 _DrawObjectPassData; |
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
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// _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl] |
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#define _AdditionalShadowsIndices _AdditionalShadowParams_SSBO |
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// _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] |
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#define _AdditionalShadowsBuffer _AdditionalLightsWorldToShadow_SSBO |
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#endif |
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// 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 |
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// To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl] |
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// To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl] |
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struct ShadowData |
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{ |
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float4x4 worldToShadowMatrix; // per-shadow-slice |
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float4 shadowParams; // per-casting-light |
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}; |
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// Remove in 2023.2. |
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// Deprecated define that was used in shadows.hlsl to set the array size of _AdditionalLightsWorldToShadow. |
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#define MAX_PUNCTUAL_LIGHT_SHADOW_SLICES_IN_UBO (MAX_VISIBLE_LIGHTS) |
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#endif // UNIVERSAL_DEPRECATED_INCLUDED
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