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LW: Keep master compiling with 2018.1

/main
sebastienlagarde 7 年前
当前提交
1aab1b89
共有 2 个文件被更改,包括 4 次插入0 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs


namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
#if UNITY_2018_2_OR_NEWER
public class ShaderPreprocessor : IPreprocessShaders
{
#if LOG_VARIANTS

#endif
}
}
#endif // UNITY_2018_2_OR_NEWER
}

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs


public static readonly string SoftShadowsText = "_SHADOWS_SOFT";
public static readonly string CascadeShadowsText = "_SHADOWS_CASCADE";
#if UNITY_2018_2_OR_NEWER
public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(AdditionalLightsText);
public static readonly ShaderKeyword VertexLights = new ShaderKeyword(VertexLightsText);
public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(MixedLightingSubtractiveText);

public static readonly ShaderKeyword Lightmap = new ShaderKeyword("LIGHTMAP_ON");
public static readonly ShaderKeyword DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED");
#endif
}
public partial class LightweightPipeline

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