Sharing DirectX 11 shader code with other applications
Using the _MAYA_ macro
If you share your HLSL files with other applications but need to include Maya specific code, you can wrap your HLSL code in the _MAYA_ macro, similar to the example below:
#ifdef _MAYA_ float2 UV = float2(U, 1.0-V); #endif
Parent topic:
DirectX 11 Shader