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Make HD Shader Graph sub-shader specify RenderPipeline so that it doesn't break LW support

/main
Peter Bay Bastian 6 年前
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d94fc511
共有 1 个文件被更改,包括 1 次插入0 次删除
  1. 1
      com.unity.shadergraph/Editor/Data/SurfaceModel/SurfaceMaterialOptions.cs

1
com.unity.shadergraph/Editor/Data/SurfaceModel/SurfaceMaterialOptions.cs


builder.AppendLine("Tags");
using (builder.BlockScope())
{
builder.AppendLine(@"""RenderPipeline""=""HDRenderPipeline""");
builder.AppendLine("\"RenderType\"=\"{0}\"", renderType);
builder.AppendLine("\"Queue\"=\"{0}\"", renderQueue);
}

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