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23 lines
1.1 KiB
23 lines
1.1 KiB
// Suppress a few warnings produced by FFX's HLSL code
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#pragma warning(disable: 3078) // Loop control variable conflicts
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#pragma warning(disable: 3203) // Signed/unsigned mismatch
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#define FFX_GPU // Compiling for GPU
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#define FFX_HLSL // Compile for plain HLSL
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// Use the DXC shader compiler on modern graphics APIs to enable a few advanced features
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#if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
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//#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*
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#endif
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// Enable half precision data types on platforms that support it
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#if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF)
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#pragma require Native16Bit
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#endif
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// Hack to work around the lack of texture atomics on Metal
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#if defined(SHADER_API_METAL)
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#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); }
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#define InterlockedMin(dest, val) { (dest) = min((dest), (val)); }
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#define InterlockedMax(dest, val) { (dest) = max((dest), (val)); }
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#endif
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