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turned out HasShaderDefine() landed in 2017_1 afterall

turned out HasShaderDefine() landed in 2017_1 afterall
/Branch_Batching2
mmikk 7 年前
当前提交
816ec401
共有 1 个文件被更改,包括 9 次插入9 次删除
  1. 18
      Assets/ScriptableRenderPipeline/common/TextureCache.cs

18
Assets/ScriptableRenderPipeline/common/TextureCache.cs


var probeFormat = TextureFormat.BC6H;
// On editor the texture is uncompressed when operating against mobile build targets
#if UNITY_2017_2_OR_NEWER
//#if UNITY_2017_2_OR_NEWER
#else
if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
format = probeFormat;
#endif
//#else
// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
// format = probeFormat;
//#endif
return format;
}

{
get
{
#if UNITY_2017_2_OR_NEWER
//#if UNITY_2017_2_OR_NEWER
#else
return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
#endif
//#else
// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
//#endif
}
}

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