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use GraphicsSettings.HasShaderDefine for future Unity builds

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Antti Tapaninen 8 年前
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共有 1 个文件被更改,包括 9 次插入0 次删除
  1. 9
      Assets/ScriptableRenderPipeline/common/TextureCache.cs

9
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 (SystemInfo.SupportsTextureFormat(probeFormat) && !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm))
format = probeFormat;
#else
#endif
return format;
}

{
get
{
#if UNITY_2017_2_OR_NEWER
return !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_CUBEMAP_ARRAY);
#else
#endif
}
}

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