diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl index 00635d88..e1fa9fde 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl @@ -60,6 +60,10 @@ #define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS #define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF #define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT + // WW1MOD: reinstated uint texture type macros, because these things are actually used in places + #define TEXTURE2D_X_UINT(textureName) Texture2DArray textureName + #define TEXTURE2D_X_UINT2(textureName) Texture2DArray textureName + #define TEXTURE2D_X_UINT4(textureName) Texture2DArray textureName //Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture array should bind to it #define TEXTURE2D_X_MSAA(type, textureName) Texture2DMSArray textureName @@ -86,6 +90,10 @@ #define TEXTURE2D_X_ARGS TEXTURE2D_ARGS #define TEXTURE2D_X_HALF TEXTURE2D_HALF #define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT + // WW1MOD: reinstated uint texture type macros, because these things are actually used in places + #define TEXTURE2D_X_UINT(textureName) Texture2D textureName + #define TEXTURE2D_X_UINT2(textureName) Texture2D textureName + #define TEXTURE2D_X_UINT4(textureName) Texture2D textureName //Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture should bind to it #define TEXTURE2D_X_MSAA(type, textureName) Texture2DMS textureName