publicbooluseForwardRenderingOnly=false;// TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
publicbooluseDepthPrepass=false;
publicbooluseDistortion=true;
// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
// Mirror the normal with the plane define by vertex normal
float3 oppositeNormalTS = reflect(normalTS, float3(0.0, 0.0, 1.0)); // Reflect around vertex normal (in tangent space this is z)
#endif
// TODO : Test if GetOdddNegativeScale() is necessary here in case of normal map, as GetOdddNegativeScale is take into account in CreateTangentToWorld();
// TODO : Test if GetOddNegativeScale() is necessary here in case of normal map, as GetOddNegativeScale is take into account in CreateTangentToWorld();
* Unity 5.6 beta 1 and beta 2 should use an older revision of this project, [tagged unity-5.6.0b1](../../releases/tag/unity-5.6.0b1) (commit `acc230b` on 2016 Nov 23). "BasicRenderLoopScene" scene is the basic example, with the scriptable render loop defaulting to off; enable it by enabling the component on the camera. All the other scenes may or might not work. Use of Windows/DX11 is preferred.
* Unity 5.6 **beta 1, 2 and 3** should use an older revision of this project, [tagged unity-5.6.0b1](../../releases/tag/unity-5.6.0b1) (commit `acc230b` on 2016 Nov 23). "BasicRenderLoopScene" scene is the basic example, with the scriptable render loop defaulting to off; enable it by enabling the component on the camera. All the other scenes may or might not work. Use of Windows/DX11 is preferred.