@ -24,3 +24,59 @@
#define FFX_GPU // Compiling for GPU
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#define FFX_HLSL // Compile for plain HLSL
// Use the DXC shader compiler on modern graphics APIs to enable a few advanced features
// The DXC-related pragmas are disabled by default, as DXC doesn't support all platforms yet and will break on some platforms when enabled.
// Consider this to be an experimental feature. If you want to benefit from 16-bit floating point and wave operations, and don't care about supporting older graphics APIs, then it's worth a try.
//#if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
//#pragma use_dxc // Using DXC will currently break DX11 support since DX11 and DX12 share the same shader bytecode in Unity.
//#endif
// Enable half precision data types on platforms that support it
//#if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF)
//#pragma require Native16Bit
//#endif
// Hack to work around the lack of texture atomics on Metal
#if defined(SHADER_API_METAL)
#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); }
#define InterlockedMin(dest, val) { (dest) = min((dest), (val)); }
#define InterlockedMax(dest, val) { (dest) = max((dest), (val)); }
#endif
// Workaround for HDRP using texture arrays for its camera buffers on some platforms
// The below defines are copied from: Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl
#if defined(UNITY_FSR3UPSCALER_HDRP)
// Must be in sync with C# with property useTexArray in TextureXR.cs
#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)
#define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
#endif
// Control if TEXTURE2D_X macros will expand to texture arrays
#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY)
#define USE_TEXTURE2D_X_AS_ARRAY
#endif
// Early defines for single-pass instancing
#if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
// Helper macros to handle XR single-pass with Texture2DArray
#if defined(USE_TEXTURE2D_X_AS_ARRAY)
// Only single-pass stereo instancing used array indexing
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
#else
#define SLICE_ARRAY_INDEX 0
#endif
// Declare and sample camera buffers as texture arrays
#define UNITY_FSR3_TEX2D(type) Texture2DArray<type>
#define UNITY_FSR3_RWTEX2D(type) RWTexture2DArray<type>
#define UNITY_FSR3_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX)
#define UNITY_FSR3_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX)
#endif
#endif