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using System.Collections; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEditor.Build; |
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using UnityEditor.Rendering; |
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ShaderKeyword m_TileLighting; |
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ShaderKeyword m_ClusterLighting; |
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ShaderKeyword m_FeatureSSS; |
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//ShaderKeyword m_FeatureSSS;
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public HDRPVariantStripper() |
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{ |
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m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST"); |
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m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST"); |
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m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING"); |
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//m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
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} |
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bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData) |
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