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Merge pull request #1548 from Unity-Technologies/switch-support

Fixed compilation errors for Switch platform.
/main
GitHub 7 年前
当前提交
57261f28
共有 4 个文件被更改,包括 7 次插入2 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 1
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  3. 2
      com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
  4. 5
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


### Fixed
- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target
- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD
- Fixed compilation errors on Nintendo Switch (limited XRSetting support).
### Added
- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed

1
com.unity.render-pipelines.lightweight/CHANGELOG.md


- GLES2 shader compiler error in IntegrationTests
- Can't set RenderScale and ShadowDistance by script
- VR Single Pass Instancing shadows
- Fixed compilation errors on Nintendo Switch (limited XRSetting support).
## [2.0.0-preview]

2
com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs


{
Camera camera = cameraData.camera;
RenderTextureDescriptor desc;
#if !UNITY_SWITCH
#endif
desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
float renderScale = cameraData.renderScale;

5
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


if (camera.cameraType == CameraType.Game)
{
#if !UNITY_SWITCH
}
else
} else
#endif
{
cameraData.renderScale = pipelineAsset.renderScale;
}

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