Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode");
}
#endif
m_NoRendering=false;
if(!IsSupportedPlatform())
{
Debug.LogError("Platform "+SystemInfo.operatingSystem+" with device "+SystemInfo.graphicsDeviceType.ToString()+" is not supported, no rendering will occur");
// macOS 10.11.x doesn't have tessellation / earlydepthstencil support, early driver versions were buggy in general
// macOS 10.12.x should usually work with AMD, but issues with Intel/Nvidia GPUs. Regardless of the GPU, there are issues with MTLCompilerService crashing with some shaders
// macOS 10.13.x is expected to work, and if it's a driver/shader compiler issue, there's still hope on getting it fixed to next shipping OS patch release
//
// Has worked experimentally with iOS in the past, but it's not currently supported
//
if(os.StartsWith("Mac"))
{
// TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least
intstartIndex=os.LastIndexOf(" ");
varparts=os.Substring(startIndex+1).Split('.');
inta=Convert.ToInt32(parts[0]);
intb=Convert.ToInt32(parts[1]);
// In case in the future there's a need to disable specific patch releases
Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID<=32,"Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT<=32,"Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
UpdateCache();
}
worldScales[neutralId]=Vector4.one;
shapeParams[neutralId]=Vector4.zero;
transmissionTintsAndFresnel0[neutralId].w=0.04f;// Match DEFAULT_SPECULAR_VALUE defined in Lit.hlsl
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)