#ifndef POI_MACROS #define POI_MACROS #define POI_TEXTURE_NOSAMPLER(tex) Texture2D tex; float4 tex##_ST; float2 tex##Pan; uint tex##UV #define POI_TEXTURE(tex) UNITY_DECLARE_TEX2D(tex##); float4 tex##_ST; float2 tex##Pan; uint tex##UV #define POI_NORMAL_NOSAMPLER(tex) Texture2D tex; float4 tex##_ST; float2 tex##Pan; uint tex##UV; float tex##Scale #define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, TRANSFORM_TEX(uv, tex) + _Time.x * pan)) #define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, TRANSFORM_TEX(uv, tex))) #define POI2D_PAN(tex, uv, pan) (tex2D(tex, TRANSFORM_TEX(uv, tex) + _Time.x * pan)) #define POI2D(tex, uv) (tex2D(tex, TRANSFORM_TEX(uv, tex))) #define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, TRANSFORM_TEX(uv, tex))) #define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, TRANSFORM_TEX(uv, tex) + _Time.x * pan)) #ifdef POINT # define POI_LIGHT_ATTENUATION(destName, shadow, input, worldPos) \ unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ fixed destName = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r; #endif #ifdef SPOT #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) #define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) #else #define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord #endif # define POI_LIGHT_ATTENUATION(destName, shadow, input, worldPos) \ DECLARE_LIGHT_COORD(input, worldPos); \ fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz); #endif #if defined(UNITY_COMPILER_HLSL) #define PoiInitStruct(type,name) name = (type)0; #else #define PoiInitStruct(type,name) #endif #endif