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Merge pull request #1407 from Unity-Technologies/remove-UNITY_2018_2_OR_NEWER

Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2)
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GitHub 7 年前
当前提交
7914a34a
共有 6 个文件被更改,包括 0 次插入13 次删除
  1. 3
      com.unity.render-pipelines.core/CoreRP/Textures/TextureCache.cs
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  5. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderPreprocessor.cs
  6. 2
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs

3
com.unity.render-pipelines.core/CoreRP/Textures/TextureCache.cs


{
case BuildTarget.iOS:
case BuildTarget.Android:
#if !UNITY_2018_2_OR_NEWER
case BuildTarget.Tizen:
#endif
case BuildTarget.WSAPlayer:
// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
return true;

2
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs


public void UpdateMaterials()
{
#if UNITY_2018_2_OR_NEWER
#endif
}
public bool DebugNeedsExposure()

2
com.unity.render-pipelines.high-definition/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs


namespace UnityEditor.Experimental.Rendering.HDPipeline
{
#if UNITY_2018_2_OR_NEWER
class HDRPVariantStripper : IPreprocessShaders
{
// returns true if the variant should be stripped.

inputData.Add(workaround);
}
}
#endif
}

2
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


{
m_ShadowMgr.UpdateCullingParameters(ref cullingParams);
// In HDRP we don't need per object light/probe info so we disable the native code that handles it.
#if UNITY_2018_2_OR_NEWER
#endif
}
public bool IsBakedShadowMaskLight(Light light)

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


public static readonly string DepthMsaa2 = "_DEPTH_MSAA_2";
public static readonly string DepthMsaa4 = "_DEPTH_MSAA_4";
#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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