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@ -46,15 +46,13 @@ |
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#endif |
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#endif |
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// Workaround for HDRP using texture arrays for its camera buffers on some platforms |
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// Workaround for HDRP using texture arrays for its camera buffers on some platforms |
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// The below defines are copied from: Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl |
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#if defined(UNITY_FSR_HDRP) |
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// Must be in sync with C# with property useTexArray in TextureXR.cs |
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// The below defines are adapted from: Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl |
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#if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) |
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#if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) |
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#define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED |
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#define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED |
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#endif |
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#endif |
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// Control if TEXTURE2D_X macros will expand to texture arrays |
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// Control if TEXTURE2D_X macros will expand to texture arrays |
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#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY) |
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#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && defined(UNITY_FSR_TEXTURE2D_X_ARRAY) |
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#define USE_TEXTURE2D_X_AS_ARRAY |
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#define USE_TEXTURE2D_X_AS_ARRAY |
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#endif |
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#endif |
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@ -82,4 +80,3 @@ |
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#define UNITY_FSR_GETDIMS(tex, w, h) { FfxUInt32 uElements; (tex).GetDimensions((w), (h), uElements); } |
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#define UNITY_FSR_GETDIMS(tex, w, h) { FfxUInt32 uElements; (tex).GetDimensions((w), (h), uElements); } |
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#endif |
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#endif |
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#endif |
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