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Add vulkan to the list of only_renderers in all the shaders

/main
Mikko Strandborg 7 年前
当前提交
a2a3c47b
共有 22 个文件被更改,包括 22 次插入22 次删除
  1. 2
      ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
  17. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  19. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader

2
ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#include "../../../Core/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

2
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go futher in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan// TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ EXPORT_HTILE
// #pragma enable_d3d11_debug_symbols

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/ImageBasedLighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ _ENABLE_SUN_DISK

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