// Suppress a few warnings produced by FFX's HLSL code #pragma warning(disable: 3078) // Loop control variable conflicts #pragma warning(disable: 3203) // Signed/unsigned mismatch #define FFX_GPU // Compiling for GPU #define FFX_HLSL // Compile for plain HLSL // Use the DXC shader compiler on modern graphics APIs to enable a few advanced features #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. Disabling this by default... *sigh* #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