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WIP adding Switch support.

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Kay Chang 7 年前
当前提交
53b01e3a
共有 141 个文件被更改,包括 479 次插入254 次删除
  1. 9
      ImageTemplates/FailStamp.png.meta
  2. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta
  3. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png.meta
  4. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta
  5. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta
  6. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta
  7. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta
  8. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta
  9. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png.meta
  10. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta
  11. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.png.meta
  12. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity.png.meta
  13. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1209_Lit_Displacement_Vertex.unity.png.meta
  14. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1210_Lit_BentNormal.unity.png.meta
  15. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.png.meta
  16. 9
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.png.meta
  17. 6
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png.meta
  18. 9
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity.png.meta
  19. 9
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.unity.png.meta
  20. 9
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png.meta
  21. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity.png.meta
  22. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png.meta
  23. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png.meta
  24. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png.meta
  25. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2102_GI_Emission.unity.png.meta
  26. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity.png.meta
  27. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2201_ReflectionProbes_Priority.unity.png.meta
  28. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2202_ReflectionProbes_Volume.unity.png.meta
  29. 9
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.unity.png.meta
  30. 9
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2301_Shadow_Mask.unity.png.meta
  31. 6
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png.meta
  32. 6
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.png.meta
  33. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3002_ObjectMotionVector.unity.png.meta
  34. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3003_CameraMotionVector_TranslateX.unity.png.meta
  35. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3004_CameraMotionVector_TranslateY.unity.png.meta
  36. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3005_CameraMotionVector_TranslateZ.unity.png.meta
  37. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3006_CameraMotionVector_RotateX.unity.png.meta
  38. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3007_CameraMotionVector_RotateY.unity.png.meta
  39. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3008_CameraMotionVector_RotateZ.unity.png.meta
  40. 9
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3009_CameraMotionVector_FOV.unity.png.meta
  41. 6
      ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity.png.meta
  42. 6
      ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png.meta
  43. 9
      ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
  44. 9
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
  45. 9
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
  46. 9
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
  47. 9
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
  48. 9
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
  49. 9
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
  50. 9
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
  51. 9
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
  52. 9
      ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
  53. 9
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
  54. 9
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
  55. 9
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
  56. 9
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
  57. 9
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
  58. 9
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
  59. 9
      ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
  60. 9
      ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
  61. 9
      ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
  62. 9
      ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
  63. 9
      ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
  64. 9
      ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
  65. 9
      ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
  66. 9
      ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
  67. 9
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
  68. 9
      ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
  69. 9
      ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
  70. 9
      ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
  71. 9
      ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
  72. 9
      ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
  73. 9
      ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
  74. 9
      ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
  75. 9
      ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
  76. 9
      ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
  77. 9
      ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
  78. 9
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
  79. 9
      ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
  80. 9
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
  81. 9
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
  82. 9
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
  83. 4
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute
  84. 5
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute
  85. 4
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
  86. 4
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  87. 4
      ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader
  88. 4
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute
  89. 4
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader
  90. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  91. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  92. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  93. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  94. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  95. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  96. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
  97. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
  98. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  99. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  100. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute

9
ImageTemplates/FailStamp.png.meta


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6
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta


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4
ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;

5
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute


// Autogenerated file. Do not edit by hand
// Autogenerated file. Do not edit by hand
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
RWTexture2D<float1> _Result1;
Texture2D<float4> _Source4;

4
ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define DIRECTION_TOPRIGHT 0
#define DIRECTION_TOP 1

#pragma kernel KMainTop KERNEL_NAME=KMainTop DIRECTION=DIRECTION_TOP
#pragma kernel KMainRight KERNEL_NAME=KMainRight DIRECTION=DIRECTION_RIGHT
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// ------------------------------------------------
// Texture buffers

4
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


#ifndef UNITY_COMMON_INCLUDED
#ifndef UNITY_COMMON_INCLUDED
#define UNITY_COMMON_INCLUDED
// Convention:

#include "API/Metal.hlsl"
#elif defined(SHADER_API_VULKAN)
#include "API/Vulkan.hlsl"
#elif defined(SHADER_API_SWITCH)
#include "API/Switch.hlsl"
#elif defined(SHADER_API_GLCORE)
#include "API/GLCore.hlsl"
#elif defined(SHADER_API_GLES3)

4
ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader


Shader "Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap"
Shader "Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"

4
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute


#define VSM 0
#define VSM 0
#define EVSM_2 1
#define EVSM_4 2
#define MSM 3

#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#if MAX_MSAA > 1
Texture2DMS<float> depthTex;

4
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader


Shader "Hidden/ScriptableRenderPipeline/ShadowClear"
Shader "Hidden/ScriptableRenderPipeline/ShadowClear"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
ENDHLSL

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


using System;
using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;

m_ActualHeight = camera.pixelHeight;
var screenWidth = m_ActualWidth;
var screenHeight = m_ActualHeight;
#if !UNITY_SWITCH
if (frameSettings.enableStereo)
{
screenWidth = XRSettings.eyeTextureWidth;

ConfigureStereoMatrices();
}
#endif
// Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline...
m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None;

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


Shader "Hidden/HDRenderPipeline/DebugColorPicker"
Shader "Hidden/HDRenderPipeline/DebugColorPicker"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong"
Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


Shader "Hidden/HDRenderPipeline/DebugFullScreen"
Shader "Hidden/HDRenderPipeline/DebugFullScreen"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer"
Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

{
// input.positionCS is SV_Position
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
BSDFData bsdfData;
BakeLightingData bakeLightingData;

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


Shader "Hidden/HDRenderPipeline/DebugViewTiles"
Shader "Hidden/HDRenderPipeline/DebugViewTiles"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader


Shader "Hidden/HDRenderPipeline/DrawDiffusionProfile"
Shader "Hidden/HDRenderPipeline/DrawDiffusionProfile"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader


Shader "Hidden/HDRenderPipeline/DrawTransmittanceGraph"
Shader "Hidden/HDRenderPipeline/DrawTransmittanceGraph"
{
SubShader
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Diagnostics;

return false;
}
#if !UNITY_SWITCH
// VR is not supported currently in HD
if (XRSettings.isDeviceActive)
{

}
#endif
return true;
}

SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan ||
SystemInfo.graphicsDeviceType == (GraphicsDeviceType)22 /*GraphicsDeviceType.Switch*/)
{
return true;
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


Shader "Hidden/HDRenderPipeline/Deferred"
Shader "Hidden/HDRenderPipeline/Deferred"
{
Properties
{

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols

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