#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)
#define UNITY_INSTANCING_ENABLED
#endif
#if defined(UNITY_SUPPORT_INSTANCING) && defined(PROCEDURAL_INSTANCING_ON)
#define UNITY_PROCEDURAL_INSTANCING_ENABLED
#endif
#if defined(UNITY_SUPPORT_INSTANCING) && defined(DOTS_INSTANCING_ON)
#define UNITY_DOTS_INSTANCING_ENABLED
#endif
#if defined(UNITY_SUPPORT_STEREO_INSTANCING) && defined(STEREO_INSTANCING_ON)
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_DOTS_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
#define UNITY_ANY_INSTANCING_ENABLED 1
#else
#define UNITY_ANY_INSTANCING_ENABLED 0
#endif
#if UNITY_ANY_INSTANCING_ENABLED
// A global instance ID variable that functions can directly access.
static uint unity_InstanceID;
// Don‘t make UnityDrawCallInfo an actual CB on GL
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityDrawCallInfo)
#endif
int unity_BaseInstanceID;
int unity_InstanceCount;
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
UNITY_INSTANCING_CBUFFER_SCOPE_END
#endif
#ifdef SHADER_API_PSSL
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID;
#define UNITY_GET_INSTANCE_ID(input) _GETINSTANCEID(input)
#else
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID : SV_InstanceID;
#define UNITY_GET_INSTANCE_ID(input) input.instanceID
#endif
#else
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_INSTANCING_ENABLED || UNITY_PROCEDURAL_INSTANCING_ENABLED || UNITY_STEREO_INSTANCING_ENABLED
#if !defined(UNITY_VERTEX_INPUT_INSTANCE_0ID)
# define UNITY_VERTEX_INPUT_INSTANCE_ID DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
static uint unity_InstanceID;
Don‘t make UnityDrawCallInfo an actual CB on GL
DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID 对没有定义UNITY_ANY_INSTANCING_ENABLED的情况置空
////////////////////////////////////////////////////////
// - UNITY_SETUP_INSTANCE_ID Should be used at the very beginning of the vertex shader / fragment shader,
// so that succeeding code can have access to the global unity_InstanceID.
// Also procedural function is called to setup instance data.
// - UNITY_TRANSFER_INSTANCE_ID Copy instance ID from input struct to output struct. Used in vertex shader.
#if UNITY_ANY_INSTANCING_ENABLED
void UnitySetupInstanceID(uint inputInstanceID)
{
#ifdef UNITY_STEREO_INSTANCING_ENABLED
#if !defined(SHADEROPTIONS_XR_MAX_VIEWS) || SHADEROPTIONS_XR_MAX_VIEWS <= 2
#if defined(SHADER_API_GLES3)
// We must calculate the stereo eye index differently for GLES3
// because otherwise, the unity shader compiler will emit a bitfieldInsert function.
// bitfieldInsert requires support for glsl version 400 or later. Therefore the
// generated glsl code will fail to compile on lower end devices. By changing the
// way we calculate the stereo eye index, we can help the shader compiler to avoid
// emitting the bitfieldInsert function and thereby increase the number of devices we
// can run stereo instancing on.
unity_StereoEyeIndex = round(fmod(inputInstanceID, 2.0));
unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
#else
// stereo eye index is automatically figured out from the instance ID
unity_StereoEyeIndex = inputInstanceID & 0x01;
unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
#endif
#else
unity_StereoEyeIndex = inputInstanceID % _XRViewCount;
unity_InstanceID = unity_BaseInstanceID + (inputInstanceID / _XRViewCount);
#endif
#else
unity_InstanceID = inputInstanceID + unity_BaseInstanceID;
#endif
}
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#ifndef UNITY_INSTANCING_PROCEDURAL_FUNC
#error "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined."
#else
void UNITY_INSTANCING_PROCEDURAL_FUNC(); // forward declaration of the procedural function
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC();}
#endif
#else
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));}
#endif
#define UNITY_TRANSFER_INSTANCE_ID(input, output) output.instanceID = UNITY_GET_INSTANCE_ID(input)
#else
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
#define UNITY_TRANSFER_INSTANCE_ID(input, output)
#endif
#if !defined(UNITY_SETUP_INSTANCE_ID)
#define UNITY_SETUP_INSTANCE_ID(input) DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
#endif
////////////////////////////////////////////////////////
// instanced property arrays
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_DOTS_INSTANCING_ENABLED)
#ifdef UNITY_FORCE_MAX_INSTANCE_COUNT
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_FORCE_MAX_INSTANCE_COUNT
#elif defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
#define UNITY_INSTANCED_ARRAY_SIZE 2 // minimum array size that ensures dynamic indexing
#elif defined(UNITY_MAX_INSTANCE_COUNT)
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_MAX_INSTANCE_COUNT
#else
#if (defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)) || defined(SHADER_API_SWITCH)
#define UNITY_INSTANCED_ARRAY_SIZE 250
#else
#define UNITY_INSTANCED_ARRAY_SIZE 500
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED)
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf)
#define UNITY_INSTANCING_BUFFER_END(arr) UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl"
#else
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct{
#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
#define UNITY_DOTS_INSTANCING_START(name)
#define UNITY_DOTS_INSTANCING_END(name)
#define UNITY_DOTS_INSTANCED_PROP(type, name)
#define UNITY_ACCESS_DOTS_INSTANCED_PROP(type, var) var
#define UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(type, metadata_underscore_var) This_macro_cannot_be_called_without_UNITY_DOTS_INSTANCING_ENABLED
#define UNITY_ACCESS_DOTS_AND_TRADITIONAL_INSTANCED_PROP(type, arr, var) UNITY_ACCESS_INSTANCED_PROP(arr, var)
#endif
// Put worldToObject array to a separate CB if UNITY_ASSUME_UNIFORM_SCALING is defined. Most of the time it will not be used.
#ifdef UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_WORLDTOOBJECTARRAY_CB 1
#else
#define UNITY_WORLDTOOBJECTARRAY_CB 0
#endif
#if defined(UNITY_INSTANCED_LOD_FADE) && (defined(LOD_FADE_PERCENTAGE) || defined(LOD_FADE_CROSSFADE))
#define UNITY_USE_LODFADE_ARRAY
#endif
#if defined(UNITY_INSTANCED_RENDERING_LAYER)
#define UNITY_USE_RENDERINGLAYER_ARRAY
#endif
#ifdef UNITY_INSTANCED_LIGHTMAPSTS
#ifdef LIGHTMAP_ON
#define UNITY_USE_LIGHTMAPST_ARRAY
#endif
#ifdef DYNAMICLIGHTMAP_ON
#define UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
#endif
#endif
#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
#if !defined(DYNAMICLIGHTMAP_ON)
#define UNITY_USE_SHCOEFFS_ARRAYS
#endif
#if defined(SHADOWS_SHADOWMASK)
#define UNITY_USE_PROBESOCCLUSION_ARRAY
#endif
#endif
#if !defined(UNITY_DOTS_INSTANCING_ENABLED)
UNITY_INSTANCING_BUFFER_START(PerDraw0)
#ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xyxx
#endif
#if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray)
#define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_RenderingLayerArray).xxxx
#endif
// TODO: Hybrid V1 compatibility, remove once Hybrid V1 is removed
#if defined(UNITY_HYBRID_V1_INSTANCING_ENABLED) && defined(HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS)
HYBRID_V1_CUSTOM_ADDITIONAL_MATERIAL_VARS
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins0)
UNITY_INSTANCING_BUFFER_START(PerDraw1)
#if !defined(UNITY_DONT_INSTANCE_OBJECT_MATRICES) && UNITY_WORLDTOOBJECTARRAY_CB == 1
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xyxx
#endif
#if defined(UNITY_USE_RENDERINGLAYER_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_RenderingLayerArray)
#define unity_RenderingLayer UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_RenderingLayerArray).xxxx
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins1)
UNITY_INSTANCING_BUFFER_START(PerDraw2)
#ifdef UNITY_USE_LIGHTMAPST_ARRAY
UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapSTArray)
UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapIndexArray)
#define unity_LightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_LightmapSTArray)
#endif
#ifdef UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
UNITY_DEFINE_INSTANCED_PROP(float4, unity_DynamicLightmapSTArray)
#define unity_DynamicLightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_DynamicLightmapSTArray)
#endif
#ifdef UNITY_USE_SHCOEFFS_ARRAYS
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHArArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAgArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAbArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBrArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBgArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBbArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHCArray)
#define unity_SHAr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHArArray)
#define unity_SHAg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAgArray)
#define unity_SHAb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAbArray)
#define unity_SHBr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBrArray)
#define unity_SHBg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBgArray)
#define unity_SHBb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBbArray)
#define unity_SHC UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHCArray)
#endif
#ifdef UNITY_USE_PROBESOCCLUSION_ARRAY
UNITY_DEFINE_INSTANCED_PROP(half4, unity_ProbesOcclusionArray)
#define unity_ProbesOcclusion UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_ProbesOcclusionArray)
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED)
#undef UNITY_MATRIX_M
#undef UNITY_MATRIX_I_M
#ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadata_unity_ObjectToWorld)))
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadata_unity_WorldToObject)))
#else
#define UNITY_MATRIX_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadata_unity_ObjectToWorld))
#define UNITY_MATRIX_I_M LoadDOTSInstancedData_float4x4_from_float3x4(UNITY_DOTS_INSTANCED_METADATA_NAME_FROM_MACRO(float3x4, Metadata_unity_WorldToObject))
#endif
#else
#ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES
#undef UNITY_MATRIX_M
#undef UNITY_MATRIX_I_M
// Use #if instead of preprocessor concatenation to avoid really hard to debug
// preprocessing issues in some cases.
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
#define UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY unity_Builtins0
#else
#define UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY unity_Builtins1
#endif
#ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray))
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(UNITY_ACCESS_INSTANCED_PROP(UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY, unity_WorldToObjectArray))
#else
#define UNITY_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(UNITY_BUILTINS_WITH_WORLDTOOBJECTARRAY, unity_WorldToObjectArray)
#endif
#endif
#endif
// in procedural mode we don‘t need cbuffer, and properties are not uniforms
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#define UNITY_INSTANCING_BUFFER_START(buf)
#define UNITY_INSTANCING_BUFFER_END(arr)
#define UNITY_DEFINE_INSTANCED_PROP(type, var) static type var;
#else
#define UNITY_INSTANCING_BUFFER_START(buf) CBUFFER_START(buf)
#define UNITY_INSTANCING_BUFFER_END(arr) CBUFFER_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#endif
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
UNITY_INSTANCING_BUFFER_START(buf)
UNITY_DEFINE_INSTANCED_PROP(type, var)
UNITY_DEFINE_INSTANCED_PROP(type, var)
UNITY_INSTANCING_BUFFER_END(arr)
UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct{
type var;
type var;
} arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
[非GL平台]
CBUFFER_START(UnityInstancing_##buf)
struct{
type var;
type var;
} arr##Array[UNITY_INSTANCED_ARRAY_SIZE];
CBUFFER_END
例子:
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _TestColor)
UNITY_INSTANCING_BUFFER_END(Props)
name of arr=buf=Props
[非GL平台]
CBUFFER_START(UnityInstancing_Props)
struct{
float4 _TestColor;
} PropsArray[UNITY_INSTANCED_ARRAY_SIZE];
CBUFFER_END
UNITY_ACCESS_INSTANCED_PROP(arr, var) =>arrArray[unity_InstanceID].var
例子:
UNITY_ACCESS_INSTANCED_PROP(Props, _TestColor) =>PropsArray[unity_InstanceID]._TestColor
- UNITY_SETUP_INSTANCE_ID(input)
=> DEFAULT_UNITY_SETUP_INSTANCE_ID
=>1.Procedural
UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));
UNITY_INSTANCING_PROCEDURAL_FUNC();
=>2.非Procedural
UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));
[非PS平台] UnitySetupInstanceID(input.instanceID);
unity_InstanceID = input.instanceID + unity_BaseInstanceID;
- UNITY_TRANSFER_INSTANCE_ID(input, output)
=>output.instanceID = UNITY_GET_INSTANCE_ID(input)
=>output.instanceID = input.instanceID
原文:https://www.cnblogs.com/OneStargazer/p/15170931.html