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8 changes: 4 additions & 4 deletions .yamato/_postprocessing_publish.yml
Original file line number Diff line number Diff line change
Expand Up @@ -3,11 +3,11 @@

name: postprocessing
test_editors:
- 2020.3
- 2019.4
- 2021.3
- 2022.1
- 2023.2
- 2022.3
- 6000.0
- 6000.1
- 6000.2
- trunk
test_platforms:
- name: win
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2 changes: 1 addition & 1 deletion com.unity.postprocessing/CHANGELOG.md
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Expand Up @@ -7,7 +7,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
## [Unreleased]

### Added
-
- Added Switch2 platform support

### Fixed
-
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Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,9 @@ public static bool isTargetingConsoles
#if UNITY_GAMECORE
|| t == BuildTarget.GameCoreXboxSeries
|| t == BuildTarget.GameCoreXboxOne
#endif
#if UNITY_SWITCH2
|| t == BuildTarget.Switch2
#endif
|| t == BuildTarget.Switch;
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BenGraterUnity marked this conversation as resolved.
}
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@@ -0,0 +1,51 @@
#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50)

#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
#define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName

#define TEXTURE2D(textureName) Texture2D textureName
#define SAMPLER2D(samplerName) SamplerState samplerName

#define TEXTURE3D(textureName) Texture3D textureName
#define SAMPLER3D(samplerName) SamplerState samplerName

#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName

#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName

#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)

#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)

#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod))

#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r

#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_LOOP [loop]
#define UNITY_FASTOPT [fastopt]

#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };

#if UNITY_GATHER_SUPPORTED
#define FXAA_HLSL_5 1
#define SMAA_HLSL_4_1 1
#else
#define FXAA_HLSL_4 1
#define SMAA_HLSL_4 1
#endif

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Expand Up @@ -23,6 +23,8 @@
#include "API/Vulkan.hlsl"
#elif defined(SHADER_API_SWITCH)
#include "API/Switch.hlsl"
#elif defined(SHADER_API_SWITCH2)
#include "API/Switch2.hlsl"
#elif defined(SHADER_API_METAL)
#include "API/Metal.hlsl"
#elif defined(SHADER_API_PSP2)
Expand All @@ -33,7 +35,7 @@
#include "API/OpenGL.hlsl"
#endif

#if defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) || defined(SHADER_API_PSP2)
#if defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_SWITCH) || defined(SHADER_API_SWITCH2) || defined(SHADER_API_PSP2)
#define SHADER_API_CONSOLE
#endif

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